Sunday, 10 March 2024

Surface Structures of the Chagrinspire Wastes





































These are structures to populate your hexes. I recommend generating the terrain around the mountain of Chargrinspire and generating some surface structures for each one. Populate them with hazards, monsters and various peoples. WIll be encounter tables hext and subterranean locations under the wastelands. I will make a simple map for GMs to use to make a hexcrawl sandbox of their own.

Tech even most basic people will adapt and use glass for flint and use metal if they can find it. Typical technology of a fantasy setting is available outside the region but many have brought it into the area and even built in more modern styles like castles. Most outsiders will be amazed by magical technology. alchemists had various dangerous fuels and and radient crystals they used to power machines that produced toxic waste. Some of this fuel is hard to find now making some of the most advanced vehicles and weapons to no longer work/

I plan to make a bunch of dungeons for this too.

I recommend anything by Gus L and Anomylous Subsurface Environment adventures to stick here. This setting being really the mountain and surrounds could be on Planet Psychon or dumped on campaign setting just slightly out of reach of civilization.

d10 Quick Types of Surface Structures
1 Shelters
2 Trenches
3 Transport
4 Industrial
5 Storage
6 Housing
7 Support
8
 Defences
Natural
10 Magic

d100 Surface Structures of Chagrinspire
01 Hidden shack made of garbage among some rubble and remains of walls
02 Concealed crawlway into a buried building used as a secret hideout or lair or a loner
03 Cargo container someone has cut a door into with filthy mattress and other goods inside
04 Weathered tents surrounded by earth mounds and campsite
05 Small shack over the entrance to underground passage or structure
06 Small shack where soldiers lived and left some d4 1=food 2=vermin 3=traps 4=human bones
07 Ruined bridge or elevated road with a shack built from scrap or rubble underneath or on top
08 Metal pylon tower someone has built a shack in the upper structure from garbage
09 Remains of rusty machine piled with garbage converted into a shelter 
10
 Concrete shelter to resist some awful aerial attack still locked behind a vault door
11 Earthen mounds and ramparts from ancient battle with craters and corpses
12 Trenches flooded with water or mud
13 Barbed wire or thorn bushes protecting a trench network
14 Trenches flooded and full of floating corpses
15 Trenches protected by land mines
16 Trench system with entrance to underground complex or tunnels
17 Trenches with remains of rusty artillery pieces
18 Trenches and moats around earthwork hillfort
19 Trenches around a concrete bunker 
20 Trenches with dugout shelters and remains of camping gear
21 Remains of ancient roads sometimes with wrecked vehicles
22 Remains of ancient iron rail system sometimes with a wrecked train
23 Rusted remains of a ship or boat moved by flood or long-gone lakes or rivers
24 Telegraph or telephone wire poles in a line connecting strategic points
25 Battlefield where alchemy-powered tanks battled reading craters and rusty wrecks 
26 Gigantic humanoid walking machine, fallen or trapped in muck long ago
27 Huged rusty tracked machine, unclear if for war or construction from the condition
28 Skeletal frame of a crashed airship or other aircraft wreckage
29 Gravehard of wrecked vehicles used as scrap or possibly crude walls
30 Remains of canal possibly with a wrecked barge
31 Concrete walled substation for power or telephone exchange, easily fortified, several stories to with large metal doors
32 Remains of huge factory complexes with huge towering chimneys and covered in filth, inside there are assembly lines, mills, occasional tools and workshops
33 Pumphouse complex near gigantic pipes and remains of waterway now just mud
34 Power plant badly damaged by shells and it terrible wrecked conditions, fenced off areas with metal pylons and transformers
35 Dozens of broken greenhouses from farm complexes, desolate or overgrown with feral plants
36 Vast amounts of rubble from destroyed industrial complex
37 Vast quarry or claypits with remains of equipment
38 Surface mining complex with smelting complex above huge subterranean mine complex
39  Vast construction site of a building or enormous vehichle or walking machine
40 Huge refinery complex of pipes and tanks, likely badly damaged
41 Complex of huge warehouses in various conditions
42 Concrete bunker with vault door for storing defence supplies
43 Large flat area with hundreds of metal cargo containers from ancient
44 Train stations with at least a hundred rail carriages in storage, many with cargo containers
45 Collection of metal cargo containers stacked and turned into a walled settlement
46 Vast garbage dump of household and industrial garbage
47 Concrete bunker storing toxic and mutagenic alchemical materials, some have been broken into or flooded and leaking
48 Concrete pyramid structures guarded by automatons where ancient terrible weapons stored with magical security
49 Armoury complex protected by automated weapons, traps and automatons of the ancients
50 Bank vault used for storing currency and treasures seized in war
51 Barracks for soldiers long abandoned with a square for marching 
52 Prison for captives with hundreds of prisoner capacities, multiple wings each with cells and a wall around outside with razor wire. Often has workshops inside and a graveyard
53 Prison camp with wire fences and 4 towers of automated guns and searchlights and an inner area with tents for prisoners. A gatehouse and administration office in front is highly secure
54 Rows of houses badly damaged in a culdesac once for VIPs
55 Rows of multi-story worker townhouses often badly damaged
56 Walled semi-concealed village camouflaged with trash possibly still populated or a campsite 
57 Damaged apartment blocks some have collapsed or been burned out exposing metal structures inside walls
58 Damaged urban block fenced off and now outpost for a faction with crops growing inside
59 Stilt houses over mud and bogs are difficult to reach except by boat or guarded walkway and constructed well after the apocalypse
60 Farmhouses with fenced livestock and crops, possibly still operational if sheltered and away from roads
61 Field hospital of tents and portable buildings with a fence surrounding it. May be treasures inside but long abandoned and looted long ago
62 Command centre in a good conditioned fortified ruin used by leaders of a faction long ago with banners and propaganda posters inside
63 Fleet of wrecked supply trucks attacked long ago
64 Communications bunker with concrete shelter surrounded by trenches, barbed wire and landmines.  A huge rusted radio tower is on the roof
65 Trollies abandoned full of brass artillery and ammo shells were on way to be recycled and forgotten
66 Camp for processing corpses with thousands of body bags in cargo containers, undead lurk here sensing food or death.  Huge morgue here with slabs for bodies and once-refrigerated sheds
67 Millitary training camp with commando course, barracks, shooting ranges and classrooms
68 Fortified laboratory bunker developing new awful weapons, abhuman vats or automaton troops for the war effort
69 Printing press complex making war propaganda and manuals to operate ancient equipment
70 Alchemy complex where potions were made in vast quantities and soldiers and monsters grown in vats. Often inhabited by mutants or monsters
71 Huge wall at least 40 feet or 12m high and half that wide with crenelations on top and a walkway with remains of towers. Often the enemy side also has earth ramparts and trenches making the walls higher 
72 Airfield with huge hangers where vehicles were stored and repaired, often badly damaged in war
73 Garage for a motor pool of mobile infantry with rusted hulks of vehicles often badly damaged by warfare. There are barracks for crew here and many non-war vehicles like staff cars and trucks
74 Huge ruined siege cannon on a huge structure to expand its range, once dominated area often damaged or abandoned, now rusted and wrecked
75 Outpost with a watch tower and fence with some barracks and supply stores for a squad or two of soldiers  
76 Huge concrete and steel fortresses of the ancients were often badly damaged by artillery 
77 Defensive line often on a ridge of hills with pillboxes and turrets on concrete bunkers. The structures are connected by tunnels with underground barracks and shelters 
78 Checkpoint through a fence or wall with barbed wire, thorn bushes and landmines and a small shack acting as a checkpoint at the gate
79 Huge wall, dividing area with a huge well-defended gatehouse with towers, portcullis gate and huge metal doors. There are murder holes, crenelations and other defensive features
80 Vast earthworks create a choke point with a fortified bridge where defenders can pour missile fire onto who crosses
81 Giant hive complex inhabited by insectoid abhumans ruled by a queen like wasps, bees or termites or ants
82 Area covered in giant ant mounds and tails of the ants carrying food and piles of dirt
83 Patch of dead trees with large woven treehouses where some species have taken up residence and might still remain
84 Ruined buildings and rubble coated in cobwebs where swarms of spiders and giant specimens live
85 Strange huge trees with odd birdhouses in branches, the houses and trees are part of a living creature and give birth to stirges when the trees smell blood
86 Huge silken spheres in dead trees or ruined buildings, if disturbed the cocoons hatch into giant insects 
87 Vast area overgrown with thorn bushes some have a maze through them or some species may enjoy the protection of the thorns
88 Giant frogs have built a dam now full of water and tadpoles which they guard. When the time is right they will dig a channel to a waterway or lake when tadpoles right size. The tadpoles can strip flesh from anyone in their way in water
89 Huge garbage mounds full of giant vermin nests
90 Monsters have shaped trenches through walls of garbage and rubble leading to an open area with piles of treasure. The monsters await in ambush hiding in trash
91 Bunker with automated magical artillery that shoots fireballs long distance
92 Bunker with a monster generator inside, daily a squad of fresh ancient troops in uniform come out ready to kill
93 Gate arch or circle structure where beings were summoned to wage the war
94 Large teleporter pad where soldiers were teleported to a synced pad in another hex
95 Stone dome is flying machines or beings enter the area, a dome opens releasing mechanical birds or winged insects to attack
96 Area is overgrown with living flesh even trees and plants. This is the being Xor. a universe fo hungry flesh making a foothold on this world. Often these locations have been dominated by chaos or disease demons who seek to subvert Xor's hunger for whole realities
97 Elemental node attuned to one type guarded by elemental beings, in ancient times elementalists used these to summon monsters or to escape the war
98 Vast bugling pool of primal chaos guarded by slimes and mutant warbands
99 A vast magical staircase goes up and then fades away, any using it are plane shifted to the upper plane to the gardens of Arcadia near the citadel of Paradise. Troops from here tried to raid the upper worlds 
100 Crashed flying rock with a castle complex once belonging to giants. It may be repairable but often occupied by devolved giants or monsters

Saturday, 9 March 2024

Freaks of the Chargrinspire Cursed Lands





































These are tables to generate interesting mutant freaks. Use as a template for a gang or roll for each freak in a gang who somehow have stuck together. They might make a flashy mercenary team.

The longer people live here the more run down and worse they become. Not being covered in mud makes you stand out as new. Some groups of these mostly humanoids conform to type. Others vary more with influences like mutations or maybe mixes of multiple peoples. Perhaps two tribes united to survive. Some tribes are all escaped slaves who became a family while prisoners.

Usually, two mud-encrusted demoralised gangs meet and rolls are made for detecting encounters and reactions. Quite often one or both sides attack. One wins often by numbers or luck. Often both sides back off. Reactions here are cursed and often leaders use their CHA mod in either direction on the reaction table just specify as a plus or a minus. 

Morale is extra important here as may will flee instead of all die. Gunfire alone intimidates lesser disciplined enemies. Morale is also good to see if your henchmen behave honourably with prisoners or captured treasure.

d12 Reactions in Charginspire
1 Crave for blood and charge enemies like maniacs screaming
2 Creatures crave violence and prepare an ambush or coordinated attack
3-5 Creatures yell abuse and shoot in the air and may attempt to control strategic ground
6-8 Creatures hide and take cover and will flee if face superior numbers

9-11 
Creatures halt to identify who they encounter and flee superior enemies or talk to allies
12 Creatures call for a truce or cease-fire possibly to trade or talk about how the war is going

d12 What are they doing here?
1
 Came here to die gloriously in battle against the forces of nullification
2
 Came to raid and loot but have struggled to survive and regret coming here
3 Came here to raid but were tainted and feared their kinsmen would shun them as tainted
4 Refugees from wars outside the region thought passing through here was a good idea, now they just want to escape
Came to raid and loot but remained and mixed with other peoples a generation ago
6
 Generations have been trapped here and have more in common with locals now
7 Generations were raised in ignorance of their own past, they only know war now 
Descended from combatants of the ancient apocalypse war
9 Descended from servants of the Charginspire complex and its vast network of tunnels and complexes
10 Came as raiders and looters but cursed and could not find way out, regret they are adapting and fitting in
11 Created recently by ancient machines and equipped and sent to kill any armed persons ot wearing the same uniforms or gang colours
12 Created by wizards using machines of the ancients and escaped servitude, know memories are false and now wary of magic

d12 What do we do with wizards gang?
1 We cut out their hearts and behead them with a shovel and burn the remains
2 We crucify them where the mutants of the wastes devour them quickly
3 We collect their brains and bottle them and take them to a wizard we know
4 We cut off their hands and tounges and beards
5 We make wizards into dust for medicinal and magical purposes
6 We impale them to stop their evil plans once and for all
7 We will force them to help us enter the black mountain so we can destroy the ancient weapon
8 We will force them to remove our curses, mutations and all our problems really
9 We will make them kill our enemies and make us strongest
10 We will sell them to any cult or wizard-buying slavers we can find
11 We will make them grant us endless wishes or they will die
12 We will take them to the vault door at bunker No19 and leave them tied up there (all repeat exactly). They don't know why they do this

d12 Basic Weapons
1 Rocks, clubs and sticks, possibly slings
2 Spears, javelin or darts and a hatchet
3 Shortbow and dagger
4 Target shield with axe or war or sword or spiked club
5 Shortbow and shortsword and small shield
6 Crossbow, polearm and dagger
7 Chain, flail or net and trident
8 Musket with bayonet 
9 Pistol with sword 
10 
Blunderbuss or firelance
11
 Martial arts possibly staff or one exotic weapon
12 Pistol, dagger, +d4 grenades or incendiaries

d12 Advanced Weapons
1 Revolver 2d6 shots
2 Needle Pistol d10+5 shots
3 Rifle d10+5
4 Machine Pistol d10+10 shots
5 Carbine d10+10 shots
6 Flare Pistol d6 rounds
7 Shotgun d6 rounds
8 Automatic Rifle d10+5
9 Sub-Machine Gun 20+d10
10 Vibro Sword d10 minutes left of d10minutes battery, 
11 Ray Pistol 3d4 shots
12 Lightning Gun d4 shots d4 shots

d12 Basic Dress
1 Naked
2 Torn and muddy rags with bandages and leg wrappings
3 Animal hide and moccasins
4 Leather armour
5 Chainmail armour
6 Mixed armour pieces AC d4+2
7 Ancient muddy millitary uniform with fancy epaulettes
8 Wood, bone and scrap armour AC d4+1
9 Ancient officer dress uniform with cuirass chest plate
10 Crude battered plate armour in need of repair AC+6  
11 Crude archaic plate like a pot belly stove +6 double ENC
12 Quality plate armourwell maintained +7

Headgear
1 Bare or cloth headband with insignia
2 Ancient cloth millitary cap with insignia or cultist hood
3 Outrageous flamboyant large hat with feathers
4 Leather cap with spikes on top
5 Leather cap with horns
6 Steel cap
7 Steel cap with cheek guards 
8 Steel bucket helmet with eye slot
Steel helmet of the ancients with strap
10 Steel bucket helmet with movable elongated faceplate and ridiculous crest
11 Mask from some cult + roll a d10 here again
12 Gas mask + roll a d10 here again

d12 Ancient Relics
1 Flak Vest +5vs bullets 
2 Steel water bottle or mess kit
3 Flash Light with d6 hours of fuel cell 12 if recharged
4 Steel folding trench tool d6 damage as a club or hand axe
5 Bullet Mould and 2d4 ENC of lead
6 Surgeons kit and d6 healing potions d4 potency
7 Folding telescope or binoculars or periscope
8 Radience Suit +5 AC vs energy weapons +3 Resistance to radiance and auras and they do minimum damage, silver jumpsuit
9 Salamander Suit +5AC vs fire weapons +3 Resistance to fire and it does minimum damage
10 Radio picks up ancient automated broadcasts, powered by them minutes vigorous cranking per hour
11 Box of ancient d4 fragmentation hand grenades
12 Flame Thrower with d6+1 shots

d12 Ancient Trinkets
1 Patriotic medal of forgotten ancient kingdom
2 Coins of the ancients 3d100 copper 3d6 silver d4-1 gold in ammo tin
3 Ancient chess pieces d4 made of strange ivory-like material
4 Deck of ancient printed playing cards
5 Broken wrist clock with luminous numbers with silver band
6 Strange metal disc with grooves a sound recording system of the ancients
7 Ancient magazine with strange images d4 1=army report 2=propeganda 3=smut 4=sad letter from home
8 Dimly glowing ancient fuel cell for hand-held device in good condition and charged
9 Ancient millitary flag possibly on an ornate pole or spear
10 Ancient Manual illustrated by some strange means d4 1=fitness and bodily development 2=why we are at war  3=sad poems 4=alchemy textbook
11 Tinned rations of ancients, d4 alchemical muck taste bad but nutritious
12 Ancient tinned luxury item d4 1=fruit cake 2=roast chicken 3=shredded ham 4=spicy meat stew

d12 Regular Mutant Stuff
1 Sack with 2d4 root vegetables d4 1=potatoes 2=carrots 3=parsnips 4=beetroot
2 Sack with d4 large slightly wormy vegetables d4 1=pumpkin 2=cabbage 3=melon 4=marrow
3 Sack of pots, skillets, wooden spoon and iron cleaver
4 Sack of human and mutant body parts salted
5 Wormy cheese, weevil bread in a cloth bag
6 Sack of barley grains
7 Mud hog heads
8 Cooked giant rats 2d4
9 Tinderbox, flint & steel, a bundle of garbage for kindling
10 Small cult statuette 
11 Sleeping roll with fleas and smells bad
12 
Jar of giant bee honey d4 doses d4 1=hallucinations 2=heals d6 3=detect magic for hour 4=cure disease

d10 Quick Tribal Subtypes
01 Bestial Hordes
02 Path of Flesh
03 Alchemical Fiends
04 Vege & Fungi
05 
Machine
06 Necro
07 Cursed
08 Humanoids
09 Demihumans
10 Ancients

d100 Freaks of the Chargrinspire Wastes
01 Rat folk abhuman, carries disease and resistant, spawn of the Rat God
02 Serpentine abhuman often wizards searching for knowledge and may be in disguise
03 Stag abhumans with antlers hateful of humans whom it blames for apocalypse
04 Dog abhumans former slaves now mostly hate human oppressors
05 Reptilian abhumans on pilgrimage to kill enemies of life
06 Pig abhumans hate humans for past slavery and love to eat human flesh
07 Lamprey abhumans think other species are food and serve the great worm death god
08 Rabbit abhumans hate humans and dogs for hunting them in the past
09 Raven abhuman beast folk love to snack on things in the mud and corpses
10 Bat folk abhumans feed on ample insect life but one tribe are vampires and killers
11 Faceless mutants with magic powers who shapeshift into humans to get close to eat them
12 Fleshy oozing mutants who merge into each other to form giants or heal each other
13 Horrible writhing fleshy legless monstrosities who move like worms and have tentacles for arms, they crave human flesh and have unnatural crude lusts, they gibber insanely and drool 
14 Headless mutants with faces in their chests, fierce warriors who dislike humans
15 Bandaged mutants with elongated tongues and can move fast on all fours, excellent trackers when waving tongues in the air
16 Humanoid-appearing mutants and when up close turn inside out and try to steal human skin
17 Humanoid mutants covered in piercings and occult tatoos who are blind but smell their prey. Their teeth are disgusting with bleeding black gums 
18 Protoplasmic mutants who adopt human form to get close enough to absorb people, they even retain some memories of their victims
19 Dripping stinking bloated mutants swarming with flies and carrying disease, some have open cavities leaking intestines or even colonies of worms 
20 Eyball headed abhumans with a telepathic hive mind, people they kidnap they painfully operate on victims to make more eyball abhumans. They have become interested in wizardry 
21 Grey skinned hairless abhumans created from alchemical processes in great jars, they rebelled long ago against human masters
22 Wild eyed mutants with shocking hair, when they see enemies begin eating alchemical pills and and injecting potions to release their hideous mutations
23 Devolved into hairy ape-like abhumanoids in experiments and primitive weapons. They prefer natural materials and are skilled with using fire in warfare
24 Lumbering faceless abhumans vomit streams of acid to attack, then drink up juice through an elongating facial tentacle, often they wear robes and when they die turn into vapour. Live in worst toxic places and defend them
25 Hideous morlocks who burrow under the wastes and try to harness ancient secrets, especially in the field of mind-effecting weapons that create fear or anger. They kidnap surface people to experiment on and eat. They even keep colonies of humanoid "eloi" cattle. Created as underground servitors
26 Awful ogres, bloated, muscular, drooling and flatulent. Once human abusers of alchemical body-building formulas now hunting for raw protein like humanoids 
27 Short people once humans who abused shrinking potions too much and know little of halfling culture. They often have mutations and are resentful against "dirty big un bastards"
28 Wizened but spectacularly muscular barbarian geriatrics out for glorious death before their bodies fail 
29 Barbarian abhumans made by alchemists for conquest long ago. The barbarians revolted and now kill all spell users. All spell casters are witches by the code, and so are potion users and pedlars and gun wielders. 
30 Trolls a living cancer create for war at the twilight of the trolls. There were once many troll species now most are rare or sleeping in stones 
31 Root-headed abhumans with varied tribes or turnip, carrotm, parsnip, tunip and beet tribes. While the next generation grows they wage war with anyone
32 Tree people are in a sad state having been poisoned by the local soils and rain. Many who can leave do, others looking a mess blend in with the cursed landscape. Often they gather in groups and may attack anyone harming a tribe member
33 Mandrakes once just very magical herb since then they have grown and become ambulant 
34 Migrating vegetal abhumans covered in slime or moss or lichen often live in bogs and made up of a complex ecosystem of swamp life created for amphibious warfare but they escaped, cooperative for food gifts otherwise not friendly
35 Rose-headed vegetal abhumans that throw darts they grow daily. They are hostile to meat life and will attempt to corral and farm such creatures. Will have guardian plant creatures to support them. Different colours hate each other 
36 Mushroom folk come in various tribes and colour schemes and are mostly peaceful guardians and gardeners of the Underland forests. Goblins treat them with deference as they improve the ecology for hunting. Occasional colonies try the surface world but its a bit of a challenge being delicious
37 Toadstool folk are especially mean and bitter fungus abhumans who grow in caves and raid the Underland and surface for nutrients. They often live with dark elves and are used as guards. They have bitter wit and say mean hurtful things in battle
38 Humanoid mass of roots off to explore the surface world for colonies 
39 Humanoid mass of mould and fungus created as servants of the Yellow Demon God. Some branch into dream magic
40 Humanoid mass of slime colonies formed to spread the colony as they wander   
41 Cyborg humanoids bodies jacked by machine implants or biological weapon surgically replacing a hand d4 1=light SMG 2=bayonette 3=spiked club 4=compact flamer pistol
42 Ancient cyborg troops who have now replaced everything with machines, still in uniform and fresh out of the bunker seek a forgotten target a century too late
43 Crude medieval surgery and alchemy made humanoid creatures made to fight and it was a disaster for them. Each required two standard human to create one from its cruel process
44 Gang who have all had transplants from golems to gain amazing abilities but has left a shed full of unhappy golem heads. Gang lord it over everyone with their muscles and magic
45 Colonial swarm of glistening cogs inside magical glass skin an experiment in replacing biological creations. There are cyborgs of this type who replace some limbs and organs
46 Mechanical soldier automatons built by ancient factions exterminating fleshy weaklings on battlefield, may have a vehichle
47 Clanking automatons built from garbage by previous generations seek other magic machines to salvage for parts
48 Biological android soldiers grown in vats and ready in uniform seeking enemies from centuries ago
49 Cyborg undead soldiers from an ancient black tech program, tissue is dead animated by machine parts
50 Service android has upgraded itself from basic plastic to realistic love sythflesh love androids. Gangs wander seeking improved android bodies to jack  
51 Undead abhuman ancient soldiers in uniform with muskets and bayonets
52 Shambling necro mutant gang shuffling and plague carriers, when die arise as zombies
53 Ghouls commanding zombie and skeleton troops dressed as d4 1=officers in cuirass and helmet with sword 2=pistol, whip and fancy cap 3=Scythe and shroud 4=feral in shredded uniforms crazed for meat 
54 Bandaged mummies from crypts with ancient magic weapons
55 Hideous screaming wights the terror of the night insane with hate for a living
56 Skeletal soldiers with spears, copper axes and remnants of bronze age technology
57 Spore zombies with mushrooms growing from bodies
58 Vegetal zombies with roots and branches growing from head like antlers
59 Shadows roaming hungrily for victims
60 Ghouls glowing and screaming while hunting in packs
61 Squid faced amphibious abhumans who worship a distant sea daemon and crave brains
62 Fish faced abhuman hybrids with old marine uniforms and tridents who kidnap victims to share their fish curse. A fish cult aid them infiltrating humans  
63 Frog faced abhumans cursed by use of frog grog and swamp weed over generations, mostly in wetlands and every few years have a population boom. They notoriously deal in drugs through the frog cult
64 Glutinous giant soldiers, fed experimental synthetic food and now roam wastes eating people. Horrible naked giants are often covered in gore from victims 
65 Baby faced abhumans with chubby limbs crazed with urge to eat meat, often cry to lure victims to ambushes, made as form of humiliation
66 Surgical composite abhumans from many animal species as experiments. The creatures create more of their kind with cruel surgery
67 Wild folk abhumans with green vegetal fur growing on them, live in vegetation and protect nature from harm
68 Lycanthrope clan who use human form to get close then turn into their animal form to eat and devout victims
69 Vampire thralls hunt in service to a master who is safely in a buried crypt
70 Necro mutants who look human when well fed but grow emaciated if hungry and if don't eat a persons eyes, tongue, brain and major organs and body fat in a d4 days they no longer look human and if a d4 moredays pass they shut down into a sleeping state that can be revived with human sacrifice. Many resent their curse but live with it anyway
71 Mixed gang of goblinoids formerly worked for faerie now feral bandits
72 Goblin gang mutated and now serve chaos. Some carry magical mushrooms
73 Hobgoblins in remains of ancient uniforms and steel helmets with muskets and bayonets marching under the banner of hell
74 Orc barbarians who slay anything they can in the wilderness as a trial of adulthood
75 Kobolds a sort of nasty mine brownie used as servitors in the tunnels under the wasteland. Many have gone feral in the waste and enjoy the ceaseless war and breeding
76 Bat riders goblins who roam the night and carry messages in the wastes
77 Wolf riders goblins are expert archers from wolfback who love raiding the wastes
78 Mushroom cult goblins live with various mobile fungi creatures as domestic pets and they seek to spread magic mushroom forests
79 Trolls with most are on small side and dressed as humans until they get close, larger trolls will be hidden in the rear and will move in to flank enemies meeting their smaller kin
80 Bugbears head hunters skulking around for an ambush, have hidden shrines full of heads
81 Dark dwarves who dwell under the wastes and require slaves for labour and food
82 Mountain dwarves who come to the wastes to slay chaos and darkness
83 Grey gnomes often with an ancient working vehichle. Gloomy and miserable  d4 1=mole machine 2=airship 3=halftrack 4=armoured car
84 Evil gnomes with black caps use poison and paralysing crossbow bolts. Seek slaves for their underground settlements and use shrink potions to get slaves inside   
85 Dark elves with undead thralls here to plunder knowledge and and stop the forces of Chargrinspire
86 Forest elf hunters here to kill defilers of nature and ancient evils
87 Grey elf seers from across the sea here to hunt and kill evil
88 Gloomy underland elves investigating the surface to see if the apocalypse is over
89 Halfling survivalists somehow manage here hunting and scrapping relics and burrowing defective bases
90 Woodland gnomes come to clean up poison soils and plant trees, often saddened by the futility of the task and regret 
91 Giants were bred by ancients to wage war and gangs of young ones might pass as large humans. They tend to not worry about gear they will grow out of so trade it for food. The larger ones tend to move to more mountainous terrain. Many move goods for smaller allies
92 Abhumans made by hybridizing a human with a metallic elemental. Intended to be ceremonial guardsmen in some decadent ancient regime. Later models were lighter and anodised for hot new colours
93 Clone soldiers in uniform, decanted from vats in underground complex armed with muskets and driven to kill other armed or uniformed minions
94 Elemental abhumans kindred to one element made as troops by ancients d4 1=fire use incendiaries 2=earth are sappers 3=water are marines 4=air type are dropped from the air like paratroopers (other para and quasi elementals may exist)
95 Crystalline silicate abhumanoids are part of a great alchemist machine under the mountain that seems to direct the underworld. Some learn magic to seem human and are less alien
96 Ice abhumans from a plane of cold brought here for winter warfare operations. They trashed their uniforms preferring barbarian splendour. They reject the millitary objectives wizard machines send them in their sleeping dreams and are keen to kill any they meet
97 Lava abhumans are created to survive in molten lava when they mature. They use primitive weapons made of volcanic glass and petrified dinosaur bones, the best ones are enchanted
98 Animal Spirit Folk are secretly magic-talking animal changelings who can adopt human form to live among humans. Created from the souls of animals by the ancients to serve as scouts and spies. Some came from outside the region and are here to fight evil and denounce local claims
99 Elemental Spirit Folk are secretly talking elemental changelings created to be intermediaries between humans and elementals in the workshops of the ancients. They stick to their own elemental kin mostly and hide from possible enemies
100 Outer Spirit Folk are earthborn hybrid offspring of outer planar beings like angels, devils, deva, archons, demons, faerie, daemons, daimon. They can shift into a usually smaller true planar form and have wings

Tuesday, 5 March 2024

Flatspur and Shankheim - Home Bases for Chagrinspire

 

































Flatspur and Shankheim
These are the two closest settlements to Gharginspire. Both terminate trade routes and inhabitants of each dislike the other. Lots of my Murder Hobo shanty town posts work for Shankheim. Some of my other village tables work better for Flatspure. My hellish portal village might fit in this region.

Flatspur
This village begun as a place for scrappers to trade and rest before taking goods to civilisation. About thirty years ago refugee farmers from the Empire civil war came and began growing crops here. They domesticated the mudhogs and have made the village grow. There is a scrapyard and a well-established market for traders to come selling civilisations luxuries for relics of the old world. Locals are neutral but recognise the law and light cults help keep away local evil. The village is walled with scrap and rubble and rusty iron slabs, 

Town Hall with courthouse, sheriff's office and cell
Mayors House with 3 servants and a coachman
Church of Light where a holy healer preaches
Shrine to lost scavengers and graveyard
Village Store with trader family
"Scrappers Arms" Inn where traders and travellers stay and locals drink
Scrappers Guild operates a junkyard and evaluates treasures
Barn for mudhogs for when the weather strange or enemies threaten
25 farmhouses with their own mudhog sheds

Local Prices
Hog Jowls 3cp
Hog Feet with turnips 2cp
Jellied Hogflaps 3cp
Pork Pie 3cp
Steamed Turnips (2) 1cp
Cabbage soup 1cp
Cabbage & Pork 3cp
Turnip & Bacon stew 2cp
Cabbage Beer 1cp (causes flatulence)
Imported Beer 1sp
Turnip Wine 1sp

The best Mud Hog meat goes to merchant caravans making return trips
Cabbage Beer gets sold to Shankhiem
The smith can repair weapons and armour and make basic items
If Mud Hogs are brought to civilisation they will become feral and live in sewers happily

d12 Local Rumours
1 Mudhogs are the only survivors from the old times here 
2 Wizards and cults for ages have tried to discover the mountains secrets
3 More settlers here will only bring doomsday closer
4 Digging scrap is dangerous and always be ready to hide or flee
5 Many old magic items and relics of ancients are cursed
6 If mutants capture you they will turn you into one of them
7 Things found buried are best left alone
8 Cultists hide among visitors quite often and are up to no good
9 They say the mountain is full of gnomes
10 If you awaken an ancient machine don't run back here so it can follow you
11 The wasteland is crawling with strange undead by night
12 Strange poisons and weapons salvaged from the mud are best shunned

d12 Local Complaints
1 Orcs are out there watching us preparing for a great charge
2 Beast folk greedily want our village and eat us
3 Outsiders can never be trusted
4 Civilised people are weak and demanding troublemakers
5 Undead will eat us all one night
6 Someone among us is a monster in disguise
7 Beware the mark of the mutant among us and the wasteland marauders
8 Shankheimers are all criminals and wicked who are always plotting to rob us
9 Secret cults are everywhere and even among us now
10 The world is ending, the mountain will awaken to destroy everything
11 Nobody really knows what happened here long ago, its all lies
12 Gnomes caused the apocalypse, everybody knows it

d12 Flatspur Encounters
1 Guards on patrol for suspicious characters
2 Merchants selling goods from civilisation
3 Former scavengers begging for food
4 Preacher warns against cults of chaos and darkness
5 Mudhod herder with several hogs
6 Drunken scavengers spending their earnings
7 Mercenaries looking for work
8 Villager informant of bandit gang looking for victims
9 Elderly gossip keen for new material  
10 Elderly jobless offers services
11 Young scrapper offers to be a local guide
12 Shifty stranger watching new arrivals
 
Shankheim
A seedy village operated by a crime guild here to scavenge ancient scraps of metal and other relics. They also work with local bandits and criminals who prey on scavengers based outside Shankheim. The crime guild is a branch of a gang operating through Auldwood to the west and the north. The guild also welcome cults who pay well for their depraved requirements. The local scavengers breed giant rats for food andthey don't require much labour. As villagers are all trained thieves they perform well at their looting. The people of Flatspur are considered weaklings. Most victors notice the seedy nature of Shankheim and use the Ouroborus Inn or they leave. There is no open scrapyard like Flatspur, all scrap goes into the guild hall for study and shipped away by the merchants affiliated with the guild. There is also no defensive walls as the Guildmaster has made deals with monster factions. 

Guild Hall used by merchants, mercenaries and criminals
Guildmasters House with 6 servants and a coachman (all thieves)
Witch House where a village healer lives  
The Guild Store is operated by the guild master
Rats Arse Inn where shifty strangers come to stay with a fighting pit for brawlers
Ouroborus Tavern where traders stay, run by a bard unaffiliated with the guild
Five Fingers House of Sin a gambling house and brothel owned by the guild
Huge rat shed where giant rats are bred for food
16 farmhouses with their own giant rat sheds

Local Prices
Rat Jerky 2cp
Roast Giant Rat 3cp
Smoked Giant Rat 5cp
Rat Kebab 2cp
Crow Pie 4cp
Rat Stew 2cp
Rat n Cabbage Wrap 2cp
Carrot Soup 1cp
Cabbage Beer 3cp (causes flatulence)
Imported Beer 10cp 
Radish Wine 1sp (nasty stuff most cant swallow)
Horse Bread 4cp (for horses or poor)

Local weapons and armour are battered and worn with hasty repairs, many are found in excavations and rusty. They are more likely to import or make bad repairs.

d12 Local Rumours
1 Strangers all stay at the Ouroborus Inn and mind their own business
2 You should talk to the guild master strangers, he will sort you out
3 Visitors to town don't last long, especially if they ask questions
4 Best return to where you came from stranger 
5 Careful you ask to see a rat before you eat one, mutant ones taste bad
6 The old witch can cure your ailments and remove curses
7 Damn the guild they take everything and give us nothing
8 Dont cross the guild master, any who do get fed to the rats 
9 Big rat harvest coming soon, the smoked ones are best
10 If you need money the guild will lend you money or make you earn it
11 There are some gangs in need of strong silent violent types
12 Get out of town, just go now while you have a chance
 
d12 Local Complaints
1 The guild master says I've barely paid off the interest for the food I owe
2 I am so sick of eating rats, nobody has propper food without a fortune
3 I thought I'd be able to trade my way out of here but even the merchants are in the guild
4 Those cultists have the strangest demands but they sure do have money
5 There is a plateau on the mountain with ruins, I've seen them
6 If I never see mud again it will be too soon
7 Flatspur folk are so weak we should just go and take them all as slaves
8 I thought I'd get the freedom to do as I wished but the guild own everyone
9 All the weird bodies I've found in the bog, still they make good rat fodder
10 They say you can have any pleasure at five fingers but who can afford it
11 You would think with no law we could do as we please and stab anyone but nope
12 The guild master's servants, all killers of the worst kind 

d12 Local Encounters
1 Wary merchants arrive and head straight to the Oroborus Inn
2 Shifty man stabs a local in the neck then guards beat him and throw them in a rat pit
3 Locals screaming at each other and throwing dead rats at each other  
4 Robed weirdo gives a strange gaze 
5 Guildmaster giving a speech beseeching loyalty to the guild or else
6 Scrappers with a load of stinking corpses for the rat farms
7 Scrappers bringing excavated relics to the guild 
8 Sickly scavenger sitting by path dying of a disease
9 Traveller asking about missing friends last seen here
10 Robed cultists being sold supplies for a wasteland treck
11 Slavers selling labourers to a scrapper gang
12 Farmer selling top quality breeding giant rats

Saturday, 2 March 2024

Chagrinspire

 



























Chagrinspire
Mud, Misery & Madness
The Chagrinspire is a mountain famous for its dark storm clouds purple lightning and strange auroras. Long ago a dark band of alchemists began work on a doomsday device. As the various peoples of the world learned of this they united and amassed the largest armies ever known. All alignments and peoples who did not wish the universe destroyed were united. Orcs and elves were side by side with dwarves, trolls, goblins and humans. Necromancers and priests of good even cooperated and failed together. The war raged for years in a race to stop the doomsday device. Millions died. The lands around the mountain are choked in ruins and mud and remains of dead. Many of the inhabited villages and towns in outlying areas were once waypoints for massive armies that poured to their doom.

There was no evil mastermind or evil god or demon responsible. A dark school of alchemists united with evil gnomes from the Underland and began their master plan to destroy the universe, gods and all to place their chosen beyond the reach of death and the flaws of matter forever. The material of the multiverse and the souls of every being in it were to be fuel for the doomsday creation of a great black metal sphere that scholars today know little of. The greatest wonderworkers of magic and even the gods could not stop this. Nobody quite knows what happened to end the threat of Chagrinspire. Some say the loss of resources and lives on both sides destroyed everyone. Others believe the lives lost were part of a sacrifice and the great black sphere is still awaiting its destiny.

The lands for hundreds of miles around the Chagrinspire are still scarred and wretched to this day. People and other beings still live in the region still shunned by the civilised peoples. Many humanoids live in foul places where humans cannot. This was so long ago most have no knowledge of it. Such lore is forbidden in many lands and the script of the dark alchemists is a sign of witchcraft in many lands.

But as memories fade some scraps of magic have been found on the magic black markets. local villages like Flatspur and Shankheim have become bases for looters gathering remains buried in mud and shattered ruins. Most only plunder the surrounding outposts and battlefields but some have even begun climbing and searching the mountain again despite brooding weather and dangers.

Basics of the setting
This is a post-apocalyptic world made to put the merely grim and dark fantasy worlds to shame. It is a squalid and filthy land of dispair that sucks the life from surrounding lands. The common folk are ignorant and indifferent to the history of the land. They just want to live free of famine, plague and mutations.

From Flatspur and Shankheim desperate people are exploring the muddy ancient battlefields looking for scrap metal and magic to sell. Many people here were banished exiles and outcasts from civilisation. It's the same for many monsters here but they cope better with the horrific landscape of torment.

The ancients were more advanced and among the ruins and battlefields are remains of machines and weapons strange to modern peoples. As the war was so long and destructive the technology and magic became increasingly backward and the last battles were fought with clubs and stones while the first had vast iron land leviathans, blackpowder, germ bombs and hellfire. Flying machines and automatons of the doomsday cult killed millions. Some of this technology could be recovered and operated and possibly replicated. Outside the region of Chagrinspire such arts and sciences are shunned as blasphemy.

Will explorers find wealth and glory or could they reset the countdown to the nullification of all reality? Or will they die in a ditch with all the nameless corpses before them.

d12 Weather
1 Light showers and intermittent sunlight or moonlight
2 Clear skies an occasional blessing
3 Grey cloudy skies with infrequent fingers of light peeking through
4 Wind and dust storms that dump toxic soil over the land
5 Light mists at dawn and dusk with grey clouds in between
6 Thick pea soup fog that blocks visibility and muffles sound
7 Gloomy dark clouds surround the mountain circling it eerily
8 Heavy rain all day that turn ground into mud
9 Acidic burning rain that can ruin crops and buildings unprotected
10 Vast black moving clouds that are in fact flies
11 Strange violet and cyan auroras that affect magic
12 Violent storms with purple lightning

d12 Terrain
1 Shattered woodlands of dead trees and mud
2 Stubbly grasslands or poor soil where crops can grow poorly
3 Black stinking marshlands choked with corpses
4 Broken rocky ground with cliffs, canyons, mesas and rubble
5 Fetid wetlands of sickly greasy streams and foul lakes
6 Mudfields where battles fought with craters, trenches and ruins
7 Grim woods choked with thick thorns, sinister trees and life 
8 Saltflats where ancient toxic waters long ago dried up
9 Toxic zones of volcanic craters, ash, sulphur and boiling mud
10 Sprawling ruins of ancient forts and supply bases choked in mud, craters and rubble
11 Radiant fields which glow by night, with shattered, burned out and poison crystals 
12 Mountains of jagged glassy cliffs and crumbling slopes


Some Locations:
Lead Hills, Cinnabar Slopes, Bismouth Crags, Dankmire, Ashen Plains, Vile Hills, Putrid Marsh, Corpse Fields, Apocalypse Hills, Crater Fields, Poison Peaks, Fang Gulley, Smoking Valley, Choking Hills, Cadaver Flats, Misery Valley, Burning Plains, Nightmare Valley, Scar Creek, Offal Bogs, Stinking Medows, Fever Stream, Defenestration Rock, Witch Hill, Blood Hills, Vomit Lake, Bile Stream, Phlegm Pass, Pustule Valley, Bubo Lake, Plague Pass, Heartache Pass, Massacre Valley, Weeping Sore Hills, Woeful Pass, Sorrow Hills, Squallar Cliffs, Sordid Samp, Skank Marsh  

d12 Colours
1 Dun 
2 Ochre 
3 Beige
4 Umber
5 Mauve
6 Rust
7 Bile
8 Moss
9 Lichen
10 Ash
11 Bone 
12 Black

d12 Ruins
1 System of trenches often boobytrapped
2 Underground bunker complex
3 Fortified outpost 
4 Watch Tower
5 Defensive wall
6 Battered factories
7 Blasted village
8 Shack built from debris and garbage, possibly hidden
9 Wrecked war machines
10 Crashed airship
11 Burned-out land leviathan
12 Crumbling citadel or castle

d12 Hazards
1 Sucking bog
2 Mud or rock slide
3 Covered pit 
4 Snares or other simple traps
5 Toxic fungus
6 Stinking miasma
7 Barbed wire or thorn hedges
8 Land mines
9 Cloud of d4 1=fog 2=poison gas 2=smoke 4=flamable gas
10 Sinkhole into cave or complex
11 Acid rain or burning gas or boiling geyser
12 Waking war automaton

d12 Common Finds
1 Long dead mass of exposed dead soldiers
2 Scattered body parts 
3 Broken weapons, sometimes intact 
4 Pile of skulls
5 Unexploded shell or bomb
6 Soldiers kit d4 1=Trench tool 2=gas mask 3= 4=
7 Remains of metal cars or horses
8 Shattered artillery gun
9 Helmet or cuirass badly damaged
10 Cache of d4 1=food 2=ammo 3=first 4=aid kits
11 Flooded trench full of floating mould and corpses
12 Garbage mound is nest of a swarm of d4 1=rats 2=bugs 3=maggots 4=flies

Encounters of outer regions
Any animals or even people may have minor mutations or diseases
For low levels use only one creature or make them have low morale or even damage
For higher levels increase numbers add mutations

d12 Day Encounters
1 Wild dogs, jackals or wolves
2 Rats, giant or swarm
3 Flesh eating flies, giant or swarm
4 Nervous scavengers looting
5 Chaos hunting zealots (barbarians or crusaders)
6 Pathetic mutant looking for food
7 Gang of ravenous mutants
8 Gang of kobold hunters
9 Beast folk hunters
10 Beetles, giant or swarm
11 Giant vultures
12 Orc warband

d12 Night Encounters
1 Hyenas
2 Panther (lone ambusher)
3 Bats, giant or swarm
4 Mutant war band
Orc warband d4 1=Bloody Bones 2=Night
6 Zombie or skeleton soldiers
7 Ghouls, if a pack is ed by ghast
8 Ogres hunting
9 Cultists 
10 Beetles, giant or swarm
11 Slime or ooze or jelly
12 Lesser demon or devil looking for something

d12 Unwelcome Secret Cults of Charginspire
1 Underworld Death Cult Templars in black robes who lead undead 
2 The 
Slime Gods Cult seek to restore the primordial slimes to renew the world by raising slime monsters, hybrid elementals and mutants. They are infamous kidnapers
3 The Machine cult who seeks to restore ancient factories and weapons and automatons. Many cultists have non living body parts made like golems. They need forced labourers
4 Carrion Cult of Bird folk come here to feast and find treasures and the old magic dolmen stones
5 Cult of the Worm seek to raise the worm gods over other life 
6 Cult of the Amphibian of humans, frog folk, hybrids and were frogs and their various pets and drug trade
7 Cult of Chaos seek to destroy the world to save surrounding cosms, so they send 
hordes of mindless mutant maniacs
8 Cult of the gun wear masks to roam the waste and shoot anything they deem impure. Each cult has a cannon or mortar they use for sieges and often for hire. Guns all have demon faces faces
9 The cult of Hell instigated some of this mess aeons ago and now come offering to help people with pacts to hell and friendly familiar imps to do all your chores
10 The Black Sun seek to incubate the last brood of their dread gods in the sun for the apocalypse
11
 The Plague Cult Seek to cleanse the old world with plague 
12 The Black Sphere Heretics of Chagrinspire serve to restore the Black Sphere

d12 Tolerated Cults of Charginspire
1 The Green Gods of nature and their druidic cult are here to restore fertility
2 Seers of the Eye who send observers into the region to report on certain signs or evils return
Cults of Light are here to heal the sick and protect the weak from evil
4 The Thunderer who set the swirling black storm clouds around the Carginspire
5 Cults of Law who purge mutants, witches, undead and otherworldly evils
6 Air cult come to help protect settlements from miasmas and deal with the winds
7 Earth cult come to purify the earth to help farmers grow food
8 Fire Cult came to burn away the wicked and the alien now act in secret as occult vigilantes
9 Water Cult came help purify water and keep communities alive
10 The Bard of the Gods a trickster who aids gods and heroes and carries messages and magic secrets
11 The hunter who brings herd beasts and slays monsters
12 Spirit Cults for ancestral, natural and minor land spirits administered locally by Shamen

d12 Visiting Factions
1 The Alchemist Guild seeks materials and magic of the fallen civilisation and experiment
2 The Mercenaries Guild expanding on the frontier anywhere fighting required
3 Merchants Guild opening new trade routes and reaching new resources
4 University of Ravenstien seeks lost lore and ancient books and acts like the Magicians Guild
5 Rangers of Auldwood send agents looking for signs of future enemies or conflict
6 Explorers Society seeks to map places and visit hard-to-reach locations for glory
7 Mechanists Guild seeks to understand the machines of the ancients
8 Green Dawn a movement of elves and druids seeking to purify the wasteland for settlers 
9 The Astronomers Guild seek advanced star lore of the ancients
10 The Beast Keepers Guild seek exotic creatures and the means to modify creatures for menageries and bloodsports
11 Slavers Guild find lots of runaways and worthless people here to kidnap 
12 Crime guilds of spies, assassins and bandits are gathering 

Mutations
These offer the weak and downtrodden survivors a chance to get revenge. Chaos gangs are common and these will have a few minor mutations and the sub bosses will also have a major mutation. Many creatures embrace mutations to survive knowing mutants are tougher than most humans. Bigger bosses have more major mutations and maybe some other character class levels.

d12 Common Minor Mutations
1 Gasmask for face
2 Polypous Tumours +d3 HP
3 Drooling or nose running phlegm or foaming at the mouth
4 Consant flatulace or diarreah
5 Weeping smelly sores
6 Extra fingers or toes or tail
7 Weird gibbering voice
8 Hairy all over
9 Cyclops
10 Extra metre tall or short
11 Skull is a helmet +1AC
12 Slimy moist skin like slug

d12 Common Major Mutations
1 Mechanical body parts
2 Extra d4 horns, tusks or antlers
3 Replace limb with d3 tentacles, 3 long 
4 Crab claws or spike club limb d6 unarmed
Mechanical body parts +1 Might +1 AC
6 Fire breath 3 range 2d6+HD half if save d3 uses day
7 Leap +1 range (3m)
8 Heal d6 damage with meal and rest 3x day 
9 Baleful gaze 3m range save of flee d3 rounds if 4HD or less 3 x day
10 Acid blood, non-magic weapons save or -1 to hit till fixed per blow
11 Trumpeting cry can be heard 1km away outdoors 100m indoors
12 Prehensile tongue 1 range can use an attack to grapple or hold 1H object 

d12 Mutoid Gang Encounters
1 Brutal gang of dim-witted thugs with clubs and rocks who eat people 
2 Shy gang smart mutants in hiding may help dim-witted strangers
3 Abhuman beast folk warriors with mutations
4 Gang of escaped hospital patients from a mad surgery wizard
5 Gang of filthy miserable cannibal clowns in a travelling kill circus
6 Armoured mercenary mutant land knights with swords and pistols 
7 Mutated chaos templars corrupted to darkness on the forbidden mountain
8 Plague mutants seek to capture and infect to judge the pure 
9 Necro mutants in service of necromancers who direct undead troops
10 Golden beautiful mutants of LAW come to judge the impure and save the universe by putting it in stasis forever. They have seen the law and it is written
11 Mutant orcs embracing their new forms, united against orc tribes and barbarians
12 Reptilian mutation gang exposed to the mutagen gas attacks of the serpent folk alchemists, may use dinosaur mutants as allies

Coming
Local Communities
d100 Mutant Maniacs
d100 Wasteland Weirdos
d100 Structures
d100 Encounters

Exilon Urban Encounters


Patreon Update
new 3fold series of dungeon enhancing kits - the first one is monster generators inspired by Gauntlet. I'm also working through books bit at a time now as more manageable. So this current work is for my Exilon setting and the current update is 123 pages. Will be adding a chapter or two a month and adding to bit by bit instead of trying to make huge books like I did early on all at once.

Other Stuff
My band in Japan now so no 1-2 music sessions a week. Was in an Adelaide Fringe show which was fist time on stage for 7 years or something. Have some more game-writing gigs and some frog-raising 3folds for non-gaming to do. Met lots of comedians and smart ppl. Lots of gaming in Jan but it's fading a bit now for reasons like finding time, medical and other drama. Having another crack at online gaming, but in part, gaming is to get away from consoles and hang with friends.

I have stupidly started a new campaign setting. After playing Turnip28 I'm inspired to make a grungy fantasy environment full of mud, madness, mutants, misery and anachronous tech. Also, a bit inspired by Gus L ruined old magic tech stuff. I have put my unused tablet in bed so I am using my tables her on my tablet to generate a mega-dungeon using the setting. Looking for a name not done already and and ot a slur. More soon on the new setting.

For record in my game witchcraft is unlawful magic especially mind control or harming others. Witches could be innocent victims, angry vindictive people with a spell and short temper or part of a sinister coven of evil.

d10 Quick Types of Urban Encounters
1 Crime
2 Beggars
3 Traffic  
4 Labourers
5 Commoners
6 Markets
7 Military
8 Religion
9 Nobility
10 Supernatural

d100 
Urban Encounters
01 Pickpockets possibly children
02 Con artist trying to sell "magic potions"
03 Desperate robbers with clubs and knife
04 Child offers to be guided (leads you to gang ambush)
05 Starving gang demands food
06 Gangs fighting in the street
07 Mob chasing a young thief
08 Black market dealer in the alley
09 Thugs looking for work
10 Selling fake lucky charms and curse tablets
11 Old begger offers to tell your future
12 Children begging for food
13 Disabled war veteran
14 Beggar with fake injuries
15 Begger with puppy
16 Beggar with thieving monkey
17 Beggers offer to sell child
18 Church charity collecting aid for poor
19 City charity giving bread to poor
20 Agitant preaching unrest to a hungry mob
21 Trader selling snacks from a small pushcart
22 A donkey wagon of food driven by slave
23 Merchants with donkeys or camels of goods
24 Ox team with sledge and labourers moving heavy goods
25 Labourers carry a small boat
26 Chariot with driver with whip carrying officer
27 Donkey battlewagon with crew and VIP
28 Popular chariot racing team with a handsome driver
29 Merchant caravan with a train of livestock, guards and slaves
30 Enterage of slaves carrying noble on palenquin
31 Line of slave porters with bundles
32 Workers working on a building site
33 Labourers moving bricks to construction site
34 Workers cleaning up burned or collapsed building
35 Angry man selling slave on the street at low low price
36 Chained prisoners of war moving to site of hard labour with soldiers
37 Boy cries news about new exotic slaves for sale
38 Ceremony of freedom for slave, formally joins the family household
39 Servants cleaning and repairing a building
40 Workers cleaning the street
41 Water-bearer selling drinks
42 Gossips talking local news on the corner
43 Youths gang drawing on walls
44 Prostitutes in upper windows wave to men in streets
45 People playing board games
46 People gambling with knucklebones
47 Man taking bets for some upcoming events
48 Zealot trying to enrage mob against someone
49 Mab complaining tp block prefect trying to calm them
50 House boarded up due to plague deaths
51 Merchants discussing news over some beers
52 Merchant guards talking bandit troubles
53 Shopkeeper beating child servant
54 Magistrate listening to plaintiffs pleas with the crowd
55 Guards looking for troublemakers
56 Packed crowds for bargains
57 Merchant offers mysterious foreign goods
58 Theif being beaten by mob
59 Merchant selling ancient petty treasures dug up by tomb robbers
60 Auction house announcing new goods for sale
61 Soldiers searching for escaped slave in area
62 Soldiers decapitate criminal and put head on spike as a warning
63 Drunk soldiers out on town easily provoked
64 Mercenaries looking for a goof time or work offers
65 Barbarian allies of city looking amazed at city
66 Recruiter for army or mercenaries shouting work offers
67 Guard being beaten by sergeant for slacking off
68 Criminals being whipped for petty crimes
69 Marching soldiers block street
70 Soldiers block streets while searching several blocks
71 Popular preacher with followers and commoners listening
72 People bowing before idol in alleyway 
73 Portable shrine and priests blessing locals
74 Priest healing the sick
75 Acolytes led by priest
76 Proscesion with temple statue, musicians and singing followers
77 Important priest on palanquin and guards
78 Famous priest d4 1=seer 2=witch hunter 3=excorcist 4=saint with followers
79 Witch trial in process for unlawful spell casting against a citizen
80 Priest warning about supernatural evils
81 Noble patron with entourage listening to locals problems
82 Nobles and followers feud and blocking streets (possibly in palanquins or chariots)
83 Noble being cheered by commoners as followers give bread and beer to mob 
84 Magistrate and guards inspecting a scene of some local problem
85 Tax collectors and soldiers shaking down anyone they can for loot
86 Guards keep rif-raff from an amazing-looking party for the rich
87 Stunning noble youth in Palanquin winks and drops a small fresh clay tablet
88 Important noble and huge entourage and troops block the street
89 Member of the royal family with guards inspecting the area and waving to a cheering mob 
90 Violent mob fighting guards of an angry noble who is trying to get away
91 Angry mob grabbed someone and claims captive a practitioner of witchcraft
92 Wizard and followers inspecting newly arrived goods of trader
93 Apprentice wizards out drinking on a day off from school
94 Excorcist at work hunting a poltergeist gets a crowd
95 A witch being burned or drowned for casting a spell on a neighbour
96 Crazy begger trying to warn people about a shapeshifter
97 Weeping landlord wants to help to get spirits out of haunted murder house nobody will rent
98 Seer warning people of impending doom with a large hushed crowd
99 Person telling of a ghost they recently saw with worried crowd
100 Succubus/incubus in the guise of a human looking for victims to seduce