Wednesday, 22 October 2025

magic Scabbards



You need scabbards and not just cheap ones


d12 Scabbard type
1 Knife
2-4 Dagger 
5-7 Shortsword
8-11 Sword, half for less common types
12 Two-handed sword

use a d6 for more bronze age or d8 for iron age

d12 Minor Magic Scabbards
1 Sharpens and cleans the blade held inside 1in6 cleans the wielder also when the sword is returned
2 Blade kept inside burns with +d4 fire damage as a torch for the first round drawn
3 Heals 1hp 3x per day, automatically activates to halt bleeding if unconscious
4 Feather fall 3x per day
5 Protection +1 as per a ring
6 Guards from non-magic unarmed attacks of mortal humans and animals, -1 per dice
7 Guards from edged non-magic weapon damage, -1 damage per dice
8 Sword stored inside is immune to rust, heat or cold inside the scabbard or for 10 minutes outside
9 Detect Traps once per day, range 1 for 10 minutes when weapon drawn
10 Detect Enemies once per day, range 1 for 10 minutes when the weapon is drawn
11 Night Vision for 10 minutes when drawn
12 Sings an inspiring battle hym when drawn, making the user immune to fear and lights up like a lamp for a total of ten minutes per day when drawn, making stealth tricky

Some special scabards will have 2 or 3 of these effects

d12 Major Magic Scabbards
1 Heals d4hp 3x per day 1in6 heals 2d4hp
2 Protection from non-magic missile weapons 1in6 +2AC vs all missiles
3 Blade kept in here for one hour is so sharp has +3 damage the first blow, 1in6 requires only ten minutes to sharpen  
4 Firetongue Scabbard the weapon when drawn burns for +d4 damage and lights as a torch when drawn, 1in6 casts burning hands 3x a day
5 Scabbard of Might +2 Strength 1in6 can throw d6 half bricks as easily as a normal stone 
6 Invisible Scabbard more common on shortswords and daggers but while blade inside the weapon and scabbard are invisible, 1in6 cast invisibility x1 per day
7 Quickdraw Scabbard allows the weapon to instantly teleport into the hand which might help surprise or respond to surprise on better terms. 1in6 also cast dimension door 2x a week
8 Haste Scabbard wielder is affected as a haste spell, the first round the weapon is drawn once in any ten-minute period. 1in6 cast haste once per week 
9 Earth Scabbard +2AC & Save vs earth elemental creatures or spells, -1 damage per dice from such creatures, spells, stone weapons, rocks or falling onto earth or stone damage 1in6 protect vs petrification  
10 Fire Scabbard +2AC & Save vs fire elemental creatures or spells, -1 damage per dice from such creatures, spells, burning weapons or fire damage 1in6 immune to non-magic fire 
11 Sea Scabbard +2AC & Save vs water elemental creatures or spells, -1 damage per dice from such creatures, spells, ice or cold damage 1in6 breath water 
12 Sky Scabbard +2AC & Save vs air elemental creatures or spells, -1 damage per dice from such creatures, spells, wind or lightning damage 1in6 featherfall

Some special scabbards will have extra fx on a d6

d12 Cursed Scabbards
1 Vampires Scabard every time you draw a blade, it must take at least 1hp blood, +1 on the first enemy, but if no enemy is cut within ten minutes, it takes 1hp of blood from the wielder
2 Berserker Scabbard makes the wearer immune to fear, but when a weapon is wielded, they become berserk and will fight until nobody is standing 
3 Fear Scabbard provides +1 AC but in any combat, the wielder must save vs fear or flee for a d4 rounds. The wielder also must save vs fear if any attempt to remove the scabbard is made
4 Fire Scabbard provides +1 save vs fire but if a weapon is drawn, the wielder bursts into flame for a d4 damage per round while holding their weapon
5 Sticky Scabbard provides wielder with immunity to bleeding which seems good but any weapon drawn from it takes ten minutes to remove from your hand which can be inconveniant. A friend, a bottle of vinegar and a brush can half the time to remove the weapon. The scabbard sticks to the wearer also 
6 Swift Scabbard seems to make swords draw as fast as a skilled quickdraw expert but if they ever roll a 1 to hit they decapitate themself and the scabbard and the sword becomes a cursed evil magic sword (+1 for evil weilders -2 non evil, one save to be able to give up the weapon otherwise, need remove curse)
7 Scabbard of Wonder looks fabulous with silver skull designs; any sword in it seems to be cleaned and improved and lighter if stored in it. Destroys any sword placed in it and replaces with an illusion that seems believable until you hit someone with it, then the wielder can save otherwise, they are convinced the phantom sword is better and committed to its use. When they save succeed, the illusion ends. Others, seeing the illusion, pointing it out won't be believed once weilder failed to resist a save
8 Scabbard of Burning seems to make the wielder stronger +1 but if they draw a weapon from it it explodes as a 12d6 fireball targeted on the wielder
9 Scabbard of the owl, gives you night vision but every time you draw a weapon you save or be turned into an owl. Possibly for the rest of your life  
10 Ice Scabbard - while worn take half damage from cold, when a weapon is drawn save or frozen into a solid block of magic heat resistant ice
11 Scabbard of Wounding causes +1 damage on a weapon, when you put it back in the scabbard, you run yourself through for double damage by "accident"
12 Sword or Harm gives the wearer +3HP but but wearer needs to save vs illusions to see how much damage they really have taken, while wearing all wounds seem just scratches

Cursed item benefits are obvious and impressive


Monday, 20 October 2025

Pesky Divine Meddling




































We now have a Oldschool scene in my city with lunch meetups and a second minicon called Gazzacon I'm running Goat Quest for. I'm tempted to set up an overflow game as we had lots of ppl turned away in bookings full, then ppl booked didn't come, so maybe I could make an event to use overbooking ppl who can drop in games. It's good for the DMs to get to play too. 

As I'm running Theros and the gods are in your face more all the time i thought a quick table for some divine input. I'm still going through what are some of the most detailed d&d gods, except it didn't give all the cleric stuff for them. I think a cleric book with all domain subclasses would help character choice and world-building.

So all kinds of games can have jerk gods messing with players.
I do like in Theros, any god can be a friend or foe, and enemy gods will cooperate at times. 

In my games, divination is better than 5th ed, and players spend days checking up a dungeon first, which I like. Maybe a spell for a spirit to gather gossip would work for lazy rumour gathering. Large churches in cities have monasteries where everyone casts divinations daily, with priests asking questions in exhaustive studies using computational logic. Well, lawful churches do. Lots of D&D5 spells as a player, I won't use them because they were so bad vs versions I know, while Command now includes undead.

The Theros omen table is fantastic, as are lots of the other god tables (this book + Dyson map temples of every cult got me into d&d5).

Bronze age religion is poorly done in most games and poor set and nergal were very popular gods demonised by other people. They are not nice gods you want to like you and you want them to help you mess up your enemies. Not every naughty god is satanic in style and many still part of an orderly cosmos like demons. Will be having a stab at Exilon Gods again soonish now i have a system I am satisfied. RQ3 did a good job of domains. The problem of the 2nd ed splatbook on making religions is that it was quite involved in describing for a campaign while RQ had a paragraph and a small stat block. Oddly enough, I play retro D&D now because monster statblocks were smaller and less prep, but RQ3 sometimes did modular gods better.

At least gods are like parents who meddle and disaprove of lots of stuff and have an idea of your destiny thats good for you even if you dont agree. 

Also if you have more friendly divination, maybe the god drops some unwanted personal advice. 

d12 Those Meddling Gods Omens
1 An animal omen - odd colour or behaviour gives some lesson or message
2 Weather omen - clouds or other strange sky phenomena
3 Feast Omen - image seen in fire or food, food seems to rot or have worms or has a face for a moment
4 Plant omens - something grows into a shape or holy herb seen in odd place
Light - lighting or sunlight or unusual lights seen, something seem holy and blessed 
6 Sounds - thundercrack, whispers, shouting voice, cry for help or seems familiar, baby cry
7 Found art - find an image of a god or something that just looks like a god
8 Witing - find note in your pocket or burning letters on stone 
Shadows - make something look gloomy, sinister & nightmarish, see shadow move or silhouette of something moving or eyes in darkness
10 Dream omens - with symbols or signs of the god or some other world, perhaps a possible prophecy
11 Star omens - strange stars, constellations seems to move, unusual colours
12 Living art - a statue, relief art, ship prow or painting that seems to come to life for a moment to wink or even talk

Most omens should be petty and subtle enough to almost miss or interpret
Obvious omens are when the god really wants to be obvious
Blatant manifestations are for when the god is really nailing a point home with a personal command or unsolicited advice

d12 Petty Paternal God Messages
1 I dont like your outfit
2 Are you eating properly? 
3
 You should proselytise more 
4 Have you maintained your arms and armour properly?
5 Evaluate your life decisions d4 1=love life, 2=money 3=
I'm watching you all the time, so make some effort to look good
7 Keep an eye on that rival cult for me
8 Visit a shrine or temple for me
9 I would like a sacrifice for a holy day
10 I would like a new shrine or idol
11 I hope you're stirring up and taunting our religious rivals
12 I hope you're hunting the wicked cults and heretic sects enough

d12 Serious Stuff Divine Missions
1 Aid a holy person in need of support
2 Recover 
a holy relic, like scriptures or an icon
Relocate a holy relic like a saint's hand or an idol
4 Heal these faithful worshipers in need
5 Recruit this almost-ready person into our faith
6 Write a scripture or make devotional art with divine guidance
7 Stop an outlaw spell caster from using spells on your church followers
8 Provide a funeral and protect the burial site with blessings
9 Espouse and punish a heretic within our church
10 Exterminate a forbidden cult for me
11 Exorcise evil spirits haunting a building or wild place
12 Locate an unholy menace hidden in a community

d12 Omens of Divine Displeasure
1 Howling winds
2 Clouds darken the sky
3 Rumbling storm clouds
4 Spooky small animal-like crow or cat or bat or rat, gives dirty looks and vocalises
5 Spooky, more dangerous animals, like a jackal or vulture, give dirty looks and vocalises
6 Flock or swarm or school of many animals, possibly vocalising loudly
7 Lightning bolt blasts something in the path
8 Crack in rock, damaging a building or dislodging rocks
9 Stinking miasma makes everyone gag
10 Curse spell requires removal or atonement
11 Sends a demon or devil to punish the wicked or just give a fright
12 Greater curse spell affects generations unless removed or atoned

Use lower dice for more mild stuff or a lower dice with a plus to control the range, as worse results tend to be higher numbers

d12 Manifestations
1 Mysterious cloud with a face
2 Booming voice from nowhere
3 Face appears in stone
4 Column of fire
5 Shaft of light
6 Face appears in flock or swarm or school of many animals
7 Appears as an attractive specimen of an animal
8 In disguise as an elderly, poor person
9 Appears as an attractive mortal with occupation apropriate
10 Appear as a noble with an entourage demanding the right of way
11 Appears as a magician, like a priest, druid or wizard
12 A monster d4 1=dragon 2=titan 3=elemental being 4=angel demon or planar being

If a god in disguise, it is a test to see if you have manners or treat strangers well.

d12 Evil Manifestations
1 Blood drips from a corpse or a living being and forms writing
2 Face of a figure forms in the shadows
3 Wound or burn in flesh is a symbol
4 A crack in the ground releases vapours that cause hallucinations
5 Evil animal glares at you and mutters abuse ot threats
6 Own face in reflection gives an angry glare with strange eyes
7 Possession for a round screams abuse from the evil one once a day
8 Minor mutation, possibly temporary at first 
9 Sewerage forms a humanoid form or face
10 Swarming vermin form a humanoid figure or face
11 Smokey choking vapour from a stinking foul humanoid figure or face
12 Stinking miasmas cause vomiting, which forms a creature or face or spreads a disease, causing hallucinations of an evil power

Sunday, 19 October 2025

TSR Marvel for Holidays - Spy Fi Silver Age UK




































Holiday superhero game for 25/26 holiday season
Party co-gm with a friend

ppl say this game didn't have a character gen system, and it always had multiple.
Every campaign i make a new pc gen system
my FB elfmaids page has a pdf doc of my last campaign, but the talents, contacts option lists all usable here

TSR Marvel + Homebrew
-Almost no Marvel Universe content, though I do like Dire Wraiths in Rom and used them
-Added a charisma stat in 80s as popularity didn't cut it in mostly plainclothes spy campaigns
-We use most of the rules and added a list of options ive documented here plenty
-We added some meditations and martial arts talents and expanded contacts slightly
-Normally, i give powers too, but in this use options will get you a power
-slot is a Good power inborn and hard to mess with (psionics or regeneration), Excellent will ie for cyborg or sumbiote that can be messed with by an expert and Remarkable for a weapon or a power suit but they can be nobbled or taken off you or disarmed and in this genre enemies will mess with powers

old version here
https://drive.google.com/file/d/1zzmEY8ZW2uKDoQ2LG1nIyRYqYe8IkNvp/view?usp=sharing

silver age 60s + spyfi action weird investigations
-sequel to out golden age ww2 and 50s coldwar games
-Avengers, Saint, The Baron, Man/Girl from Uncle, Prisoner, Danger Man, Department S, New Avengers, The Champions, Adam Adamant, 60s-70s Dr Who UNIT, Mission Impossible, UFO, Captain Scarlet, SHEILD Comics, Bond Films, Captain Scarlet, Joe90, etc. Unusually, we will lift lots of orgs from genre  media
-60s brit comics like Kelly's Eye, Robot Archie, Iron Man, The Steel Claw, The Spider, The Invisible Man, Adam Eterno, Smokeman UFO Agent, heck ill add doomlord even though its 1980s
-Venture bros might have covered some of the same territory genre-wise

Talents, contacts and options are in the pdf character book on fb group docs

Attributes
7x Excellent
1x Good

among

FIGHTING AGILITY STRENGTH ENDURANCE
CHARISMA REASON INTUITION PSYCHE

8 talents
4 contacts
4 options

Tropes & Options Modded To Campaign
-Contacts can be used for sidekicks, which are commonplace in the genre
-Option spent on a sidekick will be a Gd agent with 4 talents
-Base option (Good) can have ten contemporary rooms (normal vehichle or expert could be rooms) or (poor) base 4 above normal technologies. You might need a slot to disguise your base
-Everyone should have a cool gimmick car with a name. 
Pick a model of car to suit your personality. Vintage and sport concept cars are common for the genre, or a Mini or Volkswagen
-Option spent on a car would be more like FAB1 in Thunderbirds, which flies and has cannons or James Bond's new gadget car every game

My Character is based on an old comic and is made to be able to seem normal but has some weird stuff like skeletonising normal people in a few rounds.

B Man
FBI Agent Rex Carter
"Im full of alien bees!"

FIGHTING Ex(20)
AGILITY Ex
(20)
STRENGTH Gd
(10) 
ENDURANCE Ex(20)
CHARISMA Ex (20)
REASON Ex
(20)
INTUITION Ex
(20)
PSYCHE Ex(20)

Health 70
Karma 80
Pop 10
Rs Gd

Talents
Law Enforcement +1 handgun +contact
Espionage 
+contact
Astronaut
 +contact 
Drive
Escapology
Demolitions (nuclear munitions experience)
Martial Arts +1 unnamed attack, +5 damage

Contact
FBI (from talent)
Sidekick Penny Perkins, Brit MI5 liaison
Nuclear arsenal general Kane Forester 
CIA agent Brett Cooper 
(from talent)
Queen of Venusian Bee Women, Quin-Nar
NASA Scientist Bethany Morton 
 (from talent)
HIVE (from option)

Options
Utility Belt (Ex) contemporary things
-pistol, smg, shotgun, bazooka, flamethrower, grenades, flashlight, camera, handcuffs, bugs,
-tracker, bugs, transistor radio (for bug, tracker and a radio), bulletproof vest, gas mask
-riot shield, spacesuit, diving suit, demolitions pack, gieger counter
Secret Base
-Penthouse, van garage, armoury, Black & Yellow Corvette garage, Boat,  
-Radio Room, Forensics Lab, Crime Computer, Helicopter pad, 
Crime Lab,
Alien Bee Colony Symbiote Excellent (20)
-Alien bees live in the  body and can swarm out as a construct
-vulnerable to smoke or fire, later to get regeneration and area fx swarm
HIVE is a secret society of superhuman technologists with links to the rich and politicians
-Supply money or advanced technology, or expertise on superhuman tech
-They are possibly dodgy and require watching for breaking Superhuman Test treaty bans

Oragin
Test Astronaut Rex Carter was lost in space but was found alive on Earth. But now his body is somehow animated by a colony of alien bees and he can release swarms of alien Bees. Now he works publicly as FBI liaison to UNIT UK because of his alien experience.

He infiltrated HIVE to monitor it and remained to keep an eye on it. 



UNIT from DrWho


SHADOW from UFO


No2 from the Prisoner

Adam Adamant


The Champions, mild supehumans from Nemesis
 

Steed & Peel from the Ministry

Thursday, 16 October 2025

Some detail on local Islands around Ethyria



Players started asking questions....

Triton Island
Where fishermen of the Village Psaras who trade with Tritons say this barley exposed rocky reef of an island is visited by tritons. Sometimes they help local sailors and sometimes there are problems between them but it doesnt last. Villagers trade foods and gold to the sea folk in retirn for pearls, shells and art objects of the tritons. Humans and Tritons share rituals to the Sea Godess. The island is a hazard to ships by night and in low tide some visit to catch octopi and crabs and sea sponges. They leave gifts for the Tritons. Its about 2km long.

Maiden Island
This rocky 60 yard outcrop has a hidden entry for ships and a stone warf and a serpant decorated entrance to within. A cult of blindfolded women lives here, and they are known to pay for maidens to join them in service to their mysterious underworld goddess. They apparently deal with pirates and slavers and buy women to join their cult.

Vasilla - the Amazon Island
The Amazons here are a colony, and they have lost contact with their home polis long ago. They used to be parthenogenic, but without their homeland's magic, they now take husbands who care for their households while the women train at sports and war. Visitors sometimes come with foolish intentions and bring trouble. Some stay with the Amazons. They were here long before the colony of Kastro was made and they proved to be friendly and seeking husbands. All the ridable or chariot-drawn horses come from here.  Mostly, the Amazons stay here, but wherever they go, they often stir up controversy. It's over 3km wide with forest, hills and grasslands. Their polis is quite old and long past its glory days, having suffered from earthquakes and some mudslides. Their temple and courthouse are in the Archaic style.

Frostskull
A fog-shrouded moving iceberg shaped like a skull inhabited by giants and dragons. Recently, cunning adventurers stole giant treasures from their barracks and while battling a bedbug and they were showered in giant blood and gained miraculous abilities. Arcane magicians coming close say they hear whispers.

Kréas
A long, thin, 4-mile-long island home to wild savages who are cannibals. Sailors always avoid this island, visible from the mainland. Some sailors have had narrow escapes from here.
 
Hydra Rock
A gargantuan Hydra left here from the war between the gods and Titans. It is a shipping hazard, especially in bad weather. The Amazons used to know how to placate it long ago. 

Palas Island
A small polis here was settled at the same time as Kastro. They are ruled by a dynasty of royalty who live in a palace and are canny traders and crafters. 5x4 mile island with forest and rocky hilltops. Have ancient mines and rock sanctuaries controlled by royalty and the priest. They seem hospitable and familiar but many visitors have had conflict from strange customs. They are said to have a great treasure house of gold and fabulous treasures.

Peiratís Island 
A long, thin 4-mile island with some hills and bushes with grazing goats. Pirates come here for business they won't do in civilised places. Crude shacks and a wharf have been seen.

Aipos
A long, thin 4-mile leg-shaped island with a small polis colonised at the same time as Kastro. They are ruled by a dynasty and love war, and are boastful. They have a fighting arena instead of sports fields or a theatre. Their slaves are mistreated prisoners of war. They will trade, but many visitors end up dying in the arena or a tavern brawl. Even their women and children are trained to fight and practice violence on their slaves.

Pyramida Island
A steep 45-degree slope to a hilltop with some caves, cliffs and goats. Hairy goat legged goblins live here but some ancient human bones and archaic pottery have been found here and there may be some ruins or buried treasure. Evidence of shipwrecks but nobody survives here. 
A small 2x1-mile island that sailors avoid.

Dentro Island
A small rocky hilly island under a mile across, the a huge olive tree on the peak. Someone must have planted trees long ago, and there is some rubble and foundations to be seen. Goats roam, and some come to hunt and gather olives. Some gatherers vanish, and some say there may be perhaps a hidden wild man or monster.

The Pillar
A rocky island, surrounded by cliffs where millions of birds live. There are many caves but some are flooded at high tide. Some say bird folk lived here once people say. The rocky dangerous shores are scattered with wrecked ships and visible ruins. A great rocky 8 story pillar facing the labyrinth has lights visible from cave windows. A god cursed immortal Triton king rules from here and has driven away other clans who now live as pirates and barbarians.

Méli

Island of the Bee people who mine gold and make honey with their giant bee workers. They are hostile and let nobody inside their hive polis. Their mead is famous but rare as they seldom trade.

Katsíka
An island of humble goat herding villagers troubled by owl witches and other creatures from a marshy ruin. Locals are famous slingers, every citizen trains daily.

Távros
A hostile archaic citadel on a a steep hilly island with a flat rocky citadel on top. People here worship the giant gods and the bloody minotaur god. Their speach and script is ancient and difficult to communicate with them. They are highly warlike and live to plunder and sacrifice and enslave. They took the island from a more ancient, peaceful people. Most never escape here. They have poor ship building skills thankfully most think, but in fact they are cursed.

Erimiá
A tiny islands of springs and woodlands ruled by a council of nymphs and dryads, serverd by satyrs and centaurs. The various sacred springs have magic properties either guarded by monsters or nymphs who will give quests to gain permission to use the pools. Crystals and weird mists are reported by travellers.

Talos
An island of rocky hills and a polis famed for its bronze statues, living constructs and alchemy. The immortal despot king Manos encourages learning and magic to defend the island. The king has been known to throw overly curious visitors into his fabulous, magical prison for sport. 

----------


Some extra island tables

Expanding on these:
https://elfmaidsandoctopi.blogspot.com/2025/05/hexcrawling-for-ethyria-pt-4-d100.html

d12 Tiny Islands (rocks and islets not on maps under 100m)
1 Reef island, partly hidden by high tide and caves, is flooded. Maybe there are tunnels all through the reef 
2 Rocky outcrop surrounded by submerged rocks, with d4-1 shipwrecks
3 Rocky pillars stand stories above the sea, even in storms, d6 similar pillars as wide as a barn, 1in chance of a visible ruin. Some might have some vegetation or bird nests
4 Guano Island, where marine birds breed covered in whit bird poop, fishbones, and seasonally covered in sea birds. Some come to gather guano or hunt birds
5 Tiny island surrounded by cliffs with some vegetation and structure visible, but no visible way of accessing the land without a dangerous climb is visible or a safe approach through the rocks
6 Tiny island with hills, scrub and grass, 1in4 has some kind of ruin and/or graves
7 Rocky outcrop with dangerous reefs, but a hidden cave or cove with a beach makes an excellent hidden place to dock. Island riddles in caves, cliffs and canyons
8 Tiny island with ancient cyclopean and drystone walls and towers, might be haunted or used by people as a home or for some other purpose 
9 Small, mostly lifeless island has erupted in past and may contain a vent, boiling mud pools, burning gas, tar pits or hot springs. Lizards, turtles and crabs and perhaps some elemental beings live here
10 Thickly forested, scrubby rock island is hard for large vessels to get close to, has animal life but anything could hide here
11 Dry stony, rocky outcrop, difficult to reach in any vessel
12 Some gentle hills and green pasture and a d6-1 trees

d12 Who lives on a tiny island
1 Goats 1in4 with some shepherds 
2 Hermit cave or rock shelter d6 inhabitants
3 Stranded from a shipwreck or stranded by pirates d12 people
4 Loner lives here and hates outsiders out to get them, might try deception or a trap
5 Pirates camp here to enjoy their booty and make repairs
6 Visitors camp sometimes to hunt or gather wild food
Farming or coastal fishing cottages d6 with turf roofs
8 Hostile tribe hillfort with warriors in archaic-style weapons and armour
9 Someone wanting privacy with guards has occupied a ruin
10 Wild folk live in caves or crude huts who hate civilised peoples
11 Various wild animals and a nature spirit or other spirit
12 Lair of a dangerous monster

d12 Medeum Islands (up to a km across)
1 Rocky, long, thin island with reefs
2 Rounding island with hills and grass, and some rocky outcroppings and cliffs
3 Oval-shaped island with Rocky hills and grass with caves and some forest patches
4 Island shaped like a body part with rocky hills, forest and grasslands
5 Crinkly coast lozenge-shaped with many sheltered places to land or hide
6 Crescent-shaped shaped formerly a volcanic crater that exploded when the gods were at war, has a sheltered bay and some rocky scrubland. 1in4 have some blasted ancient ruins
7 Shaped like two merged circles with grassy hills and some rocky outcrops 
8 Oval-shaped with thick forest and some cliffs limiting landings
9 Steep rocky hills with limited safe landings on a long thin island 
10 Rocky plateau rises from sea with a hidden landing. The sheltered interior has forests, vaves and some grasslands
11 Pointy jagged rocky outcrop on an oval-shaped island, seems intimidating and barren from distance with hard to find landing or impossible for ships but ok for small boats 
12 Eroded stone on irregular odd shaped island (pick a body part or creature). Same sandy beaches to land on and their are trees and scrub in the sheltered interior 

d12 Who lives on a medium island
1 Roll on tiny islands table a d3 times
2
 Well stocked with animal life, including boar, deer and goats
3 Pirates have a well-established base here for a d3 ships
4 A d4 shack used seasonally for some resource like a mine or fishing or herds
5 A dangerous clan living in shacks or caves. Cannibals, cultists, bandits and wreckers
6 Small village of 3d4 buildings with d4 1=crops 2=herds 3=fishing 4=hunting 
Small village of non-human people live here in secret 1in6 may be d3 mixed species
8 Hunting lodge of some wild folk who come here for ordeals with monsters
9 Manour house or palace for d4 1=magician 2=petty god 3=rich noble 4=cursed supernatural being 
10 A fortified citadel complex highly secure location surrounded by cliffs
11 Fortified stockade or hill fort with 3d4 buildings, often a warband of some kind
12 Island is occupied by a colony of monsters

d12 Large Islands 
(d6xd6 km across)
1 Steep hills and woodlands, scrub patches
2 Dry and mostly barren islands with rubble, cliffs and some wild rabbits and goats  
3 Half with cliffs and rocky outcrops, scrubby hills, while the other half is forested
4 Island with rocky hills, scrub and some trees and pastures
5 Green hills, ideal pasture and some good farmland
6 Stony island with many rocky outcrops, scrub and cliffs  
Sylvan forests and grasslands 
8 Surrounded by cliffs, mostly with forest on top
9 Barren, steep, rocky island with some scrub and goats
10 Marshy wetlands and some hills in the interior
11 Plains of grass and some rocky outcrops
12 Blasted volcanic island, possibly with a crater harbour and some vegetation

d12 Who lives on a large island
1 Roll on tiny islands a d3 times and small island table a d3 times
2 Rich in animal and marine life
3 Religious colony of hermits
4 Small villages using local resources d4 in number with 1in6 are non human
5 A fortified human polis in a secure location 1in6 are non-human
6 Two rival polis are feuding
7 Two people with a d4 villages each in rivalry
8 Related villages, but one has been occupied by other people
9 Colony and wild people in wilds resisting them
10 Colony assimilated with the island folk
11 Non-human polis or several villages
12 Monster lair or colony

d12 Mystery Island Ruins
Large ruined cyclopen walls and foundation stones
2 Roofless temple ruin with rows of columns
3 Crude cyclopean tower with surrounding building foundations
4 Caves to the underworld
5 Ruins of a palace destroyed by an earthquake or fire
6 Ruined coastal fort or citadel
7 Remains of an abandoned village, possibly haunted
8 Statues or monoliths all over the island
9 Ancient tombs and a graveyard
10 Hill barrow tombs
11 Stone mousoleum tomb sealed and warded with magic and guardians
12 Multiple shipwrecks d6+1

d12 Exotic Island Wonders
1 Blessed spring d4 1=nymph 2=healing 3=holy 4=guarded by snake
2 Sacred tree d4 1=nymph 2=shrine 3=was a mythic person 4=grew from a relic
3 Crack releasing vapours that give visions
4 Cave to the underworld
5 Active temples visited by pilgrims
6 Remains of petrified monsters, giants and trees are buried everywhere
7 Village of cursed people who cannot leave due to offending some divinity
8 Battlefield of ancients or gods
9 Broken remains of a colossus or skeleton of a sea monster or titan
10 Cursed petty immortal trapped here by the gods as punishment
11 Famous monster lair placed by the gods to guard something
12 Famous spirit or semi divine magician rules the estate with pets and servitors

d12 Government
1 Tyrant seized power by force, possibly elected in a crisis as a temporary
2 Warlords conquered people by force and disliked them
3 Miserly monarch manages local debts, appointed from the wealthy by the wealthy
4 Hero voted monarch for saving the community from a monster or enemy 
5 Currently leaderless d4 1=still debating 2=faction fued 3=assassinated 4=chaos
6 Monarch appointed by the patron religion of the people
7 Philosopher monarch elected by an assembly of great thinkers 
8 Hereditary monarch with random alignment
9 Monarch chosen to distribute pleasure to the good and pain to the wicked
10 Voting land owners assemble to elect a monarch
11 Assembly of elders appoint a leader in a crisis like war
12 Benevolent despot rules with majority mob support

d12 Local Problems
1 Monster lair preys on livestock
2 Intelligent monster kidnapper
3 Pirates raid and demand tribute
4 Faction promotes civil war or coup
5 Slaves rebelled and ran wild
6 Non-human monster warriors demand tribute
7 Ruling family tragedy threatens rule
8 Witches or cultists have a hidden lair
9 Multi-generational curse awaits heroes to end it
10 Insane noble family of plotters
11 Monsters sent to punish people by god
12 Offended a god and seek to appease them

d12 Local Secrets
1 Serial murderer kills at least monthly in a bizarre manner
2 The local monster was wronged by the local people
3 Cursed relic causes mischief
4 Sylvan wildfolk kidnap humans
5 Cult among noble families
6 Cursed labyrinths under the island
7 Mischievous hairy goblins yearly come from the underworld for pranks
8 Wonderous location of a mythic event (often footprints in stone)
9 Shapeshifters among people
10 Talking animals in the wild
11 A Stranger who arrived from sea and assimilated is not what they seem
12 Cyclops or sphynx know some divine secret they keep

d12 Island Non Humans
1 Cyclopsians (reskinned orcs)
2 Tritonian fish folk
3 Lion beast folk
4 Reptilian beast folk (snake or lizard)
5 Boar beast folk
6 Wolf or dog beast folk
7 Satyrs
8 Centaurs
9 Dryads or nymphs
10 Giant kin of some kind
11 Minotaurs
12 Goat beast folk

d12 Famous Monsters
1 Griffons
2 Giant serpents guard something
3 Hellhound or other monster canine
Owl witches or selkie
5 Ghosts or other non-corporeal dead
6 Harpies
7 Sphynx
8 Chimera
9 Hydra
10 Hag and her monstrous entourage or children
11 Naga (can shapeshift from sea serpent to humanoid)
12 Dragon

Monday, 13 October 2025

Interor notes for the Chagrinspire Gigadungeon






















Amended 15th - more ladders and vents

Most living floors have 5 huge domes and multiple sub and over service levels. There are other secret, smaller habitats between domes. So far, players have found a prehistoric living gnome city in the deep by train, but have yet to find levels in Chagrinspire occupied by bustling arcane decopunk gnome civilisation.

This is a bunch of oddments for inter-level or inter-dome travel

Habitat sections often have checkpoints or solid barriers or secret passages to wild areas
Feral areas powered transit may be powerless, shut down and locked

Small species like gnomes can double their occupation in vehicles or a living space
They can squeeze in more for longer than humans could cope

d12 Keys
1 Apartment
2 Workplace
3 Lavatory
4 Vehichle
5 Janitorial
6 Locker

7 Toolbox

8
 Elevator
9
 Service door
10
 Section Gate
11 Security master key
12 Teleporter key

d12 keys limits limited
1 Only one level
2-3 Only one lv to one other
4-6 Lv 1-5
7-9 Lv 6-10
10-11 Lv 11-15
12 Above Lv 15

d12 Intersection Best Local Transit Choices
1
 Walkway or scooter track, may be elevated over buildings in dome
2 Escalators or Stairs, may be elevated over buildings in dome
Elevators or ladder shaft 
4 Trolleyway for scooters, golf carts and gnome buggies, possibly with trailers
d4 1=cargo 2=tools 3=passengers 4=machinery
Roadway for autogolem cars, vans, trucks, buses. May be elevated over buildings in dome
6 Canal barges, mostly for freight, but some have crews or passengers to waterworks
7 Cable car or monorail, pass through upper domes
8 Light rail trams or trolley cars, drive in streets or through tunnels to workplaces
9 Automated freight rail some for trunks or full size golem trains
10 Railway station may be elevated above streets 
11 Light aircraft with tunnels connecting domes and outside and huge hangers 
12 Teleporter pad for VIP to important places

There are also dumbwaiters, pneumatic message tube systems, telegrams and telephones (and videophones for the elite with huge B&W tube screens. So messages and possibly some transport for very tiny people. Some shafts have emergency parachutes for gnomes. Secret doors are common for secret police and maintenance.

d12 Elevator Types
1 Dumbwaiter for goods or 2 crouched gnomes
2 Industrial 
manlift, a conveyor belt with box to stand in continually moving
2 Personal elevator, round or square column with glass or cage
3 Small elevator with folding cage door for 4-6 persons
4 Small 
elevator with sliding metal doors for 4-6 persons
Small elevator with folding cage door for 8 persons
6
 Medeum elevator with sliding metal doors for 8 persons
Glass elevator for 4-6 persons with visible superstructure and sweeping views inside domes
8 Glass elevator for 12 with visible superstructure and sweeping views inside domes
Freight elevator with pull-down gate for 12 persons or several trollies or a forklift
10 
Freight elevator with pull-down gate for 12 persons or an automobile
11 Heavy-duty freight elevator fits 20 workers or 
two typical goods trucks
12 Industrial elevator for 100 workers or 4 large trucks or buses or a train carriage

Some industrial ones might rise up at an angle of even 45 degrees

d12 Elevator Hazards in Abandoned Areas
1 Locked
2 Door seized up
3 Shaft blocked by debris
4 Power cut from the inside shaft
5 Car no longer held up safely and may fall
6 Panel damaged needs repairs to work blind
7 Flickering lighting or goes out when moving
8 Rattles and shudders
9 Drops a few floors, might stop between levels
10 In use by humanoids currently
11 Monsters lair in a car or a shaft (trapdoor in the roof might be open)
12 Drops into a secret police station or prison

d12 Elevator Enemies in Abandoned Areas
1 Adventurers
2 Ghouls
3 Undead soldiers
4 Kobold scavengers
5 Gnome looter explorer
6 Mutant scavengers
7 Abhuman beast folk barbarians 
8 Doppelgangers
9 Spectral operator in uniform
10 Clone human or orc soldiers
11 Automaton or Death guarf flesh golem
12 Gnome soldiers or police death squad

d12 Elevators Denizens in Populated Areas
1 Operator, gnome or human clone in uniform
2 Working gnomes in uniform with tools or lunchboxes
3 Gnomes in nice clothes shopping
4 Gnome manager with enterprise
5 Automatons, often servants like nannies or butlers
6 Gnome administrators with briefcases and newspapers
7 Children with a teacher on an excursion
8 Cleaners with trollies
Delivery d4 1=telegram 2=food 3=parcel 4=letters 
10 Gang of delinquents who sass other passengers
11
 Magicians on the way to a conference or project
12 Secret police squad 
 or soldiers with fighting automatons

d12 Elevator Horrors That Lair in Elevator
1 Swarm or giant rats
2 Swarm or giant bugs
3
 Giant Spider or scorpion
4 Swarm or giant bats
5
 Giant crab
6 Rust monster
7 Bear-owl or hook hand 
8 Mummy or wraith or wight
9
 Cave fisher or Mi-Go
10 Mimic or shoggoth
11 Elemental
12 Demon or devil

d12 Nearest Ladders
1 Handholds in wall for rungs up to a service hatch
2 Service hatch in ceiling with pull down sliding metal ladder
3 Ladder to access storage or shelves that slides along wall often wood & brass
4 Folding ladder for service staff locked in recess in wall for lightbulb & vent checks
5 Folding step ladder for reaching storage llockers in a wall recess
6 Fire escape ladder to upper or lower sub level, ladder slides out when hatch opened
7 Door into elevator shaft with ladder going up and down accessing many hatches
Door into cramped tube with metal ladder to upper or lower service levels under 20m
9 Door into cramped tube with metal ladder to upper or lower sub level d4x 50m
10 Door into cramped tube with metal ladder to upper or lower levels over d4 x1km
11 Ladder to access magical locked panel for secret police surveilance device or agent acess to in between walls
12 Mechanical Ladder just hold on and it carries you up a level through a shaft, most in pairs for both directions, often passengers can use to access service floors and infrastructure spaces through here. May be turned off in abandoned area

d12 Nearest Vent or Service Hatch
1 Mesh grill over air vent crawlspace in wall or ceiling
2 Mesh grill over air vent with fans over crawlspace in wall or ceiling
3 Floor or ceiling circular hatch with ladder to maintinance level
4 Square floor hatch into sub service tunnel of pipes
5 Rectangular locker on wall with d4 1=firstr aid kit 2=tool box 3=circuit breaker 4=taps & pipes
6 Heavy circular floor plate requires a tool to lift, accesses crawlspace of pipes & cables
7 Heavy triangular floor plate requires a tool to lift, accesses service tunnels under level
8 Heavy rectangular panel in floor to access electrics, phone and telegraph wires
9 Heavy rectangular plate covers entrance to internal mail transit tunnels
10 Panel in wall used to acess crawlspace in between walls with pipes and electrical conduits
11 Locked Iris valve door on floor, unlocking sets off alarm and opens a fire escape pod or tube for sliding to escape
12 Mithril square panel locked by spells, acesses magical power conduit tunnels which could be crawled in but intermitant pulses of raw magic, elemental power or alchemical solutions which would be fatal to be caught in. WIth study you can feel preasure waves and hear pulses coming

d12 Rooftops
1 Watertower for fire control
2 Plant room for elevator or air conditioning
3 Bat House
4 Sheds for a mushroom garden
5 Hermit shack
6 Smoke stack
7 Stairwell
8 Advertisement billboard or neon sign
9 Monster pen
10 Magical antenna tower
11 Landing pad for a flyer
12 Secret police observation post or sniper hide

d12 Mega structures Between Domes
1 Plant for water with huge water pipes and possibly canals  or air
2 Plant for air with huge vents and shafts, bad air sent coreward
3 Factory or industrial facility
4 Refinery for alchemical materials
5 Apartments for workers
6 Shopping mall
7 Stadium
8 School
9 Fungus garden
10 
Menagerie of exotic creatures for alchemy and magic
11 Thinktank bunker for magic research
12 Secret Police bunker ot prison

d12 Black Lab Thinktank Bunker Projects
1
 Necromancy - undead research and interrogation
2 Summoning - summon and bindings to make magic machines
3 Automaton & golems
4 Arcane spell research
5 Wizard School
6 Mentalist School
7 Druidic school for monster breeding
8 Clone factory makes d4 1=orcs 2=humans 3=abhumans 4=death guard flesh golems
9 Potion factory
10 Divination centre
11
 Temple complex to exploit a god of the outer darkness
12 God prison for magical power generation

d20 Advertisements
1 Lotus Cigarettes
2 Marshweed Pipe Tobacco
3 Acorn Cola
4 Alchemists gruel in a can
5 Beauty marks (stick-on warts and moles)
6 Hair removal creame
7 Mushrooms!
8
 Mushroom Beer or Grog
9
 Gloom Gum, takes away the pain of living
10 Cripy Fungi Flakes keep your bowels clean
11 Negamite yeast extract spread with added salt
12 Blacks' Stodge is good for you, so eat it
13 Black Sphere World News, we make the news
14 The world won't destroy itself, it needs your help!
15 Safety is something we consider
16 Beware 
peace talkers who want compromise
17 Stay Calm! Take your pills!
18 Beware enemy spies!
19 Join the black sphere war ministry
20 Nullism is Eternal Peace

Posters, stickers, vehichle signage, neon lights, billboards all possible

Sunday, 12 October 2025

d100 Grey Gnome Shops + recent game





































It turns out I need a hundred or so gnome shops for my game, so here it is

Gnome goods for gnome-only customers rarely have human-sized goods 
Multicultural customers will have gnomes diversify for dollars
They tend to use small and medium weapons at most

Had a game exploring Chagrinspire, mostly using tables.
Party teleported back, sure the demodands called into battle had fled and were gone.
The first demodand who started the exploding demodand event was dead first, and the next 8 were dead, and the last batch of 8 who briefly appeared as players teleported away had no stakes or mission.  

The bishop, his dwarf priest and bodyguard 
+
The man with no name (whose name was stolen), his beast folk pal Rat Sonya, the star lady Thvia and her brother a ervenant knight in jewelled armour who alone killed 5 demodands.

Rat sony too javelins the nameless one made that were modified throwable fire lances with explosives, incendiary and smoke. She couldn't hurt demodands previously. 

They teleported back to the inside of the clock tower to find the monster's treasure and found stairs above the domed district of level 3 segment 2. Was a control room and a fancy office. There was a gnome who was really a demodand again, and a fight, of course, started and finished. The saw the building absorb the spirit. The priest used some ash to speak with dead, finding a semi-sentient part of the spirit not destroyed as fuel. 

Found passages to the water barriiers or void sheilds around the titan towers core. Saw a chamber between cisterns full of giant frogs who understood the Priests frog folk speech each the size of a cow. They saw the core shooting enerhy into the stratosphere. They felt funny and saw warning signs about magical radiation. Two death guard flesh golems were heard honking while splitting up to come from both directions of the balcony around the shaft. The party fled with golems in persuit. In the frog chamber they all hid in the water and frogs surrounded them. Golems went the way players had come so they couldnt go that way now so they used magic carpet to go to the main level 3 balcony and escaped. 

Decided to loot police station fighting dozens of automatons and lots of strange tech from evidence lockers. Got to rest in the safe but ambushed on way out. Fireballs and automatic gun fire everywhere. A black sphere human clone from a vat was killed easily in crossfire. Upstairs. Finally found entry to secret police station within the police station.

Got a +1 musket, pearl of wisdom, manual of strength, crystal ball and some other odd things like elf boots.

Gnome Shopping
This is for exploring gnome urban places or ruins. Also, adding one weird gnome shop to a village has its charms. They are famously productive traders and crafters. Grey gnomes of the deep might be enthralled subjects of other humanoids and live among them. Maybe even in a dungeon or some strange wasteland.

d12 Shop Size
1 Street stall sold from a cart or backpack, and a blanket
2-6 Small shack or kiosk
7-9 Quaint shop with residence for family behind or above
10-11 large shop with multiple staff
12 Large specialist markets with speciality counters and a busy delivery service, some have a workshop and a warehouse

Bigger shops are more likely to have many weird things

d12 Cranky 
Shop Gnomes 
1 Gnagnious Gnorb - busy and unimpressed by scruffy customers, very neat other than tools and workbench 
2 Pilibine Concubus - gossipy and friendly, really wants to entrap people in conversation for as long as possible, so she started a business. Cluttered store with lots of odd items 
3 Blandor Glumpox - business is slow and is very depressed and asked for tips for painless death "i could build a decapitation machine or jump in the river with a big rock". Shelves half empty and limited range
4 Benali Slugbottom - a proper and strict gnome who will criticise customers' dress and manners. She will try to overcharge, claiming it's a "manners tax" or "those prices are for proper customers"
5 Garbon Smokestak - grouchy old gnome smokes constantly, shop is a bit shabby and smells like an ashtray 
6 Zorak Lovegem - wears posh clothes while orphan clerks work silently, makes every item seem wondrous and perhaps magic. Fabulous window displays with automatons that also guard store by night
7 Philemina Ratchet - know-it-all all but a bit of an idiot. Patronises non-Gnome customers and has strange beliefs about surface folk: "how do you clean your blowholes?" 
8 Clamidia Chambers - saucy old lady gnome desperate for sex, tries to flirt and seduce customers and offers discounts with a wink. He has a bed in the store room and a collection of drugs and leather costumes. Talks about how she was a famous actress
9 Zenithstasia Crumplebone - Perky young gnome seen as manic by her family. Enthusiastic to help customers. She has breaks for stimulant fungi powder, which she inhales  
10 Ebon Darkthrust - sleazy gnome in shiny leather clothes, tries to use his long-lost sex appeal to sell stuff and visibly is aroused by exotic customers
11 Bongo Chumfiddler - runs his store with small mushroom folk he has enslaved. Most people dont speak mushroom and think their begging for help is cute
12 Valia Slumberspine - relaxed old lady on tranquillising mushroom, calls customers darling, wears gaudy quartz crystals jewlery and rings and snokes a hookah

d12 Assistant Shop Gnomes
1 Blindle Slate - shy teen gnome running shop for boss, afraid to talk to non-gnomes and has trouble answering. Worried non-gnomes want to eat him
2 Villi Sweatstone - athletic young gnome working on muscles reluctantly serves customers, is a bit thick and ignorant of goods. Employed for good looks
3 Fumbelina Pisswick - clumsy gnome girl but means well, occasionally breaks or damages stock
4 Varban Foultoungue - lies about goods and tells outrageous lies about goods to sell it
5 Mica Graniteborn - pretty gnome lass, sombre dress and efficient, dreams of being a necromancer. Has a skeleton cat pet 
6 Pelorna Vargerzom - bookish girl with spectacles would rather be in a book right now
7 Padquill Slormbanger - exited youth loves to grift and make money, dreams of own shop or crime guild
8 Varzer Kiltangbor - student of magi earning money on a break to pay tutorial fees, tired from studies, but uses cantrips to clean the shop
9 Emald Batkeeper - from rural bat farm, here to make money and find true love, reads romance book if they can. May ask customers for love tips
10 Pengis Vastscab - a bully who brings his pet giant spider to work. Threatens customers who dont intend to buy
11 Varbull Kliesterfuk - regional gnome with odd accent, when not at duties, is reading political pamphlets about joining the black sphere to destroy all reality. Wants to test his debate skills on deadbeat customers
12 Priapus Longbottom - likes being left in the shop so can pleasure themself and lay about eating grubs and smoking addictive mushrooms

d10 Subtypes
1 Food
2 Clothes 
3 Crafts
4 Novelties
5 Armoury
6
 Luxury
7 Antiquities
8 Livestock
9 Alchemy
10 Magic

Often, gnome bread and beer cause melancholia, depression and fatalism
Many despots like this

d100 Grey Gnome Shops
01 Gruel Dispecary - alchemical sludge, extruded from a pipe 1cp, in a can 1gp or through a rubber nipple or small jar 1sp for infants or elderly
02 Wiggling Worms Butchery - different worms, live and cooked or pickled or in aspic, sold by jar 1sp or a cup 1cp
03 Mushrooms 
Mushrooms Mushrooms - sells exotic and common edible fungi from 1cp to 1sp a kilo. But some may  have some magic fungi 1in6
04 Crunchy Delights - deep fried crispy bugs, some savoury, others sweet. Many unusual tastes and creepy crawly critters are often for tourists or street events
05 Acorn Coffee - roast acorn drink 1sp from the surface world or huge artificially lit caverns, a plate of acorn pancakes or waffles with bat butter and syrup 1gp. Patrons d4 1=workers 2=beaknick jazz gnome art fans 3=scholars 4=snooty wannabe rich show off their new clothes
06 Gnome Grog - sold in bottles and made from mushrooms, mostly ceramic bottles. Beer 1cp Alchemist Spirits (99% alcohol) 1sp, some spirits are flavoured with fungi or creepy crawlers like centipedes, snakes, toads or worms for 1gp a bottle of this might kill most people
07 Gnome Buns - bread made from fungus, usually flat and if dried, keep well (but if they get wet, they grow mould rapidly). This bread causes melancholia; most underland grey gnomes suffer. 1cp Single large or bundle of 6 small. 1in6 sell wraps with mushrooms, worms, toads and other delights for 1sp. 
08 Gnome Kabab - s
liced meat from a spit with mushroom paste on a flatbread rolled up, makes a gnome kebab roll for 1gp with a beer. Popular meat includes giant worm, beetle or bat. Dine-in customers smoke hookahs and assemble   
09 Gnome Dairy - milk from giant flightless bats or moles from a cave farm, 1sp a bottle or 1gp for a wheel of matured bat milk cheese  
10 Gnome-mart - a large store with a wide range of popular snack foods and overpriced regular goods found in gnome shops 
11 Gnome Tailor - surely service, but fast working and highly skilled. Clothes are made to fit in various styles and fabrics. A noble court outfit is 100gp; poor people won't be let in
12 Gnome Cobbler - grumpy shoe maker with family helpers and children at hard work 1gp a pair of quality long-life mushroom leather shoes. Custom, fashion or combat footwear available. Any mention of sandals makes them angry
13 Gnome Caps - various grey felt caps that subtly denote your status 1cp worker, 1sp craftsman, 1gp noble. Will make hat types for other gnomes in preferred colours. Asks humans what preferences they have for ethnic human hats and is confused by human hat customs. Knows what hats humans were wearing thousands of years ago by long-forgotten peoples 
14 Capes & Cowls - a popular gnome store for various capes for everyday or special occasions. Some capes include designs or have hoods. Various skullcaps, some including masks, are popular with cults, criminals and wizards. Also sell some accessories like opera gloves 
15 Shirts and Trewes - sell pants, long shirts and also loincloths. Mostly dull coloured. Some shirts have hoods included. Shirts are long enough that you can tie them around your thighs 
16 Heraldic Tabbards - master and assistant sell beautiful tabards with heraldic designs used as uniforms for servants and knights serving a noble family or their own clan
17 Second Hand Clothes - with all kinds of common and unusual clothes from donations, estates or worn and repaired run by eccentric elders and various youths on work schemes. Many are affiliated with a gnome cult, religion or philosophy
18 Workers Clothier - with durable hats, hob boots, pig wool jumpers, jackets, shirts, aprons and trousers, but also repairs double the price and quality, most goods last years longer. Also promotes workers' movements in secret
19 Gnome Stocking - sell stocking, hose & knitted socks mostly in grey or brown. Colourful ones are available for festivities, but they are kept in a box to prevent overstimulating customers. Sell other undergarments, scarves, jumpers and blankets also. Old gnomes knit furiously. Mostly, they use caterpillar silk or bat wool 
20 Costume Shop - make tailor-made party costumes for rich 100gp or rent out to the less rich for 4sp
21 Precision Tools - various fine tools for specific jobs made and sold, including lock picks and traps 
22 Blacksmith - various gnome-sized items like pots, hammers, iron spikes, various tools 
23 
Baskets & More - sells baskets, sandals, hats and other items woven from plants and dried giant fungus. Will make custom ones on the spot
24 
Leather Goods - made from bat, lizard, fish, toad and mole leather or any local creatures. Make clothes, leather armour, saddles, bags and other goods 
25 Tinsmith - makes tin items like cups, plates, tins and other goods
26 Silversmith - makes and sells decorative silver trinkets and urs and flasks. In a rough region with supernatural threats will sell silver-edged weapons, arrows and slingstones
27 Expedition Supply - carry lamps, rope, first aid kits, grapling irons, rations, harpoons, axes, knives, tents, travel clothes, boots, bedrolls and stuff for wilderness and underground travel. Larger ones have livestock too
28 Pottery Hut - a family of potters make decorated ceramic vessels like cups, bowls or amphora jars, urns, plates and idols. Some make pots in the same shape as alchemists require for batteries with lead and acid, such as telegraph machines require. Larger ones make plumbing, roof tiles or toilets and are more like a small factory or sell goods from a factory
29 Weaver - sells ornate tapestries or rugs with occult symbols and signs of gnome houses and gods. Black and white checkers or grey for cheaper ones are popular 1sp per metre for basic or 1gp for fancy ones with scenes or text. Bolts of cloth and twine also sold 
30 Rope Makers - sells rope of various types and thickness, will have a superior mechanical device to make faster operation by the family 1in6 have fancy spider silk rope, half the weight and 10x cost
31
 Stone Idols and Wares - sells idols, figurines, and will take larger statuary commissions. May aid magicians with stone constructs. Sell flint and stone tools too
32 Artist Studio - may be a lone artist or a family, or a sweatshop, usually painting quick landscapes for tourists and some portraits. Good stuff is probably in the attic and might have some very old historic works, some from ancestors
33 Gnome Toy Shop - functional long life wooden and metal and ceramic toys such as tin soldiers 1sp each, cloth dolly 1cp ceramic dolly in dress 30gp, jack in the box 25gp, spinning top 1sp, jump rope with handles 1sp small 2sp medium 3sp large, billygoat cart 10gp, wooden sword 1sp, wooden sheild 1sp, jesters cap 1sp, childrens model lock with toy lockpicks 25gp, childrens alchemy lab 2000gp with real mutagenic compounds, music box 30gp 
34 Gnome Pets - sell and breed large rats for 1sp for common to 1gp for unusual in the area, toads, huge spiders, bats, snakes, bugs, leeches, centipedes, large lizards and accessories. Small cages, treats, collars, leads, bags of bones to suck on and beds. 1in6 sell something extra problematic d6 1=kobold slave 10gp 2=imp in a sealed bottle 2000gp 3=polymorphed spell victim acts weird to get attention 1gp 4=poltergiest in a sealed bottle 100gp (pets who live forever not for throwing at people for pranks or war it makes them angry) 5=unhappy brownie possibly in animal form 1gp or as a brownie 1000gp 6=mystery monster eggs 1sp small or 15gp large terror bird egg size or 300gp for huge dino size. Occasionally, might sell an elemental creature egg for 2000gp
35 Games and Puzzles - sell gnome board games and puzzles. Some take months and years to play, but they also have dice, chess sets from clay tokens 1sp to wood 4gp to ivory 300gp. They also sell novelty and trinket items like sparkling fist-sized glass "gems" 10sp, jigsaws 1sp, 3d block puzzles 10sp, archmechano sets 30gp per set, card games 1gp and more. 1in6 have a basement or atic where gnomes play games d4 1=cards 2=wargame 3=battle pit for familiars, summoned things and pets 4= summoning circle for a cult meeting place
36 Gnome Joke & Magic Shop - sells various prank items like explosive cigars 1gp, nooses 1sp, theatrical safe daggers 2gp, sugar bottles 1gp, flick knife combs 16gp, bags of real bugs and spiders and snakes 1gp, tins of nuts that launch a real snake 10gp, box with baby screaming fungus (of use exploding fungus). Sell overpriced wizard hats, cloaks, gloves, ties, wigs, glittery showgirl outfits, suits, cards, wands and more. 1in6 have real wands with petty magic spells 
37 Crystals & Incense - folk occult stuff, possibly of use to actual spell users. Sells unusual scents, fungi medicine (based on your birth stones), pseudo-occult books, fancy crystals and jewellery, runestones, candles, silk scarves, psychedelic luminous fungi, blacklight and velvet paintings. The non-magic paraphernalia here are suitable for enchanting like crystal balls 
38 Deluxe Dolls - with fabulous well made dolls from 30cm-60cm, basic doll is 30 gp. But for 100gp you can get one that d6 1=bites and poops with nappies 2=drinks and pees with nappies and bottle 3=cries anoyingly for hours 4=giggles creepily 5=walks  6=fists shoot off and eyes flash and fangs pop out. For 1000gp, you can get a doll golem AC+4 2HD Att d3 bite Mov12 and grapple, each has a personality, some are horrible and discount 
39 Pipe Shoppe - sells various legal pipeweed, snuff powder, pipes, hookahs, water pipes shaped like wizards or skulls, fungal cigarettes, cigars, 
exotic herbs & fungi. A d4 locals hang around d8 1=snickering 2=spacing out with bliss 3=casting a spell 4=mind in another dimension 5=vomiting in buckets 6=smoking up room 7=eating snacks 8=dueling banjos
40 Puppet Shop - selling glove puppets and various complex marionettes and shadow puppets. The lonely puppet maker will put on shows for money on the side, but they will demonstrate. Some parents pay him to fake closet-monsters and under-the-bed-monsters and at-the-window-monsters to scare children into compliance
41 Knife & Key - sharpens blades, sells speciality knives, daggers and sickles. May 1in6 shops have a quality antique or lesser magic item. Makes keys, locks and traps too and knows local crime guilds
42 Armourer - makes armour but also carries second-hand old armour, including sheilds and helmets 1in6 sells specialist gun-resistant armour or knows some other unusual advanced methodology
43 Swords Smith - a sword-making master, makes shortswords of high quality and has bizarre rituals to test them. Won't sell to people he thinks are fake or bullies. 1in6 are magicians and can make magic swords
44 Gun Shoppe - makes gunpowder, bullets and makes guns, has some second shot and ball muskets, pistols and a blunderbus. Not supposed to sell incendiaries or hand grenades, but has some smoke bombs 
45 War & Supply store - sells various weapons, armour and baggage supplies for a marching expedition like carts and livestock. Also sell guard and war beast and 1in6 has an ancient automaton d4 1=tinman or ironman infantry 2=pepperpot self mobile gun 3=humanoid labourer 4=trench spider. These are guaranteed to be working d4 1=limps -3 Mov +squeaks 2=hates life 3=pacifist 4=has learned slang and accent of criminal classes
46 Stables - sell riding and pack beasts, including lizards, beetles and ambulant fungus. Also sells armour for war beasts
47 Athletic Gymnasium - where people do gymnastics, weights and exercise. Some have specialities, the bigger ones have a bathhouse and accommodation for members
48 Pugalist Gymnasium - an unarmed combat school for brawling with its own fighting pit

49 Shooting Range - where people practice missile weapons, each specialising in d4 1=crossbows 2=guns 3=bows 4=thrown weapons
50 
Mercenary Guild - supply expensive troops, including d4 1=zombies + death priest gnome 2=assassin team of d4+2 hooded gnomes 3=squad of orcs with crude weapons and armour commanded by an apprentice wizard 4=armoured gnome commanders leading combat automatons deployed from support vehichle with an artillery piece
51 
Jewlers - with armed guards for better ones who buy and sell gems, common ones sell trinkets and luck charms, and often the owner has another occupation. No riffraff may enter and has a guard (or a golem)
52 Soap & Perfume store - selling grooming products with the earthy smells of truffles and spores, and wet soil. A section sells brushes, buckets and tubs for washing
53 Wig Emporium - made from real hair or spider silk. each with their own hairstyle. Sold with boxes and wig powder to kill parasites.
 No riff raff 
54 Furriers - selling the finest furs from giant caterpillars, moths and spider skins. No riff raff 
55 Service Guild - for maids and butlers, teaches and recruits servants from urchins to serve the rich. Long-term and life contracts available. Often will sell house kobolds and supplies 
56 
Spider Silk Emporium - sells high-priced spidersilk clothes. Shirts or trousers 30gp, fancy suit 100gp and noble suit for decadent dark elf court 1000gp. Giant spiders help the tailor fit and size and spin webs onto the customer for a rapid, perfect skin-tight fit. Some sell cloth, rope (10gp per metre, half-weight), nets or quilted spidersilk armour as leather 1000gp (non-magic arrows or bolts -1 damage) lasts one year. A set of spidersilk undergarments & stockings is 100gp. Stockings alone are 30gp
57 Spice House - sells exotic imported spices for the rich and usually includes drugs,  medicine and poison. Some include a tea parlour or massage service
58 Beautician - sells makeup and haircare, and for a fee will apply the products and gossip wildly. No riff raff or louts. Has local followers who will defend them
59 Brazen Decor - selling copper, brass and bronze decorations. Includes plates, jugs, wall hangings, fireplace tools, ornamental buckets, idols, statues, jewellery, tools and more for any budget
60 Fancy Cakes - for feasts, weddings and other events. Limited bookings. Nothing under 5gp
61 Junk Shop - collection of trash items dug up, scavenged and from deceased estates. Sprawling and poorly organised. Takes longer to find, but the prices are from the last century. Junk gnome boss has trained giant rats to guard the dump 
62 Repair Shack - hut of a gnome tinkerer who, when not on rounds visiting homes for odd jobs, is where people bring in goods. Often improves the
63 Museum - a small museum of a highly specific topic or local interest. Buttons, beekeeping, mushrooms, cottlecaps, butterflies, fishing lures, barbed wire, twine, teapots or something. The owner is incredibly eccentric 
64 Antique store - full of vintage goods of yesteryear's rich or found in barns or river bottoms. Some slightly historic items for sale with a quixotic antiquarian, often with a  pet or automaton
65 Religious Relics - shelves of familiar, nonhuman and long forgotten gods, holy symbols and scriptures. Robes, candles, wine, incense and other ritual supplies included
66 Strange Finds - Unusual objects, some scraps of larger magical objects or very exotic. Dont ask where they came from, but the owner knows some shady characters. Many historic objects but unique and rare versions and sent from far away. Some are frauds but most used as decorations by rich weirdos or wizards
67 Curiosity Shoppe - sells odd trinkets, idols and jewellery found or made by local artisans. Occasionally, some object is more valuable than it looks to the right customer. Some petty magic items may be for sale 
68 Pawn Shoppe - goods left for loans and goods for sale from deals gone sour. Multiple staff work on various items and sometimes run auctions. Some goods are cheaply obtained this way
69 Art Gallery - sells new and used artworks by local and imported artists. Gnome art is gloomy and melancholic, including scenes of caves and fungus still lifes. With human clients, other more popular art will be in the shop on display. Gallery owners are weirdos who have the best parties
70 Money Changer - changes currency for a 5% fee and lends money. Will have a guard and counter staff who may be behind a barred window. In a larger town, there will be a bank with dressed marble, multiple counters and a vault
71 Baby Shop - sells baby supplies and various babies and children for adoption. Many are monster children orphaned by adventurers or in wars in the underland. If they cant deal with human babies they offer kobold and goblin babies
72 
Fish & Bait - sells chum, maggots, worms and other bait, but also hooks, rods, nets, reels, lobster or crab traps, tridents and more. Some have live marine creatures. Dried fish is popular but one variety from the deep glows and is used as a backup light source (like matchlight). Sell eggs and small marine life for fish farming or stocking ponds. Some fish are deep-sea and hideous. Fish leather items, including clothes and lanterns and armour are available sometimes. Fish sauce from fermented guts are speciality
73 Reptile Supplies - sell reptile skin, meat, scales, armour, saddles and food. Pet and riding and meat lizards are common in a livestock section with appropriate supplies. Reptile pets, meat and riding types are in a livestock section. The owners love reptiles and have travelled across the deep over centuries 
74 Love Bug Insect Goods - includes dried cave cricket rations, bug food, chitin pieces and chitin-made armour, pinned insects in frames and huge pet bugs. The owner might be a bug cultist and uses flying bug mounts
75 Spiders Spiders Spiders - all your spider needs. Selling spider food, eggs, slik and baby spiders to help reduce pests they can live off. Specific breeds good for gardens or attics or even mets. Many are huge and the owner keeps some giant ones as pets and shop guards who web up doors and windows every day. The spider mad shopkeeper thinks they are adorable. Toy plush spiders, artworks and trinkets for spider lovers are popular too
76 Cricket Hut - sells crickets as food for pets in baskets but also giant crickets for alarms or riding, or pets. They also sell cricket chitin suits for playing a popular ball game called cricket
77 Worm Farm - sell buckets of worms and giant worms but also giant grubs and caterpillars. The shop smells damp and is crawling with worms. Sell as bait to farmers or to feed livestock.Pickled worms, worm meat and worm & mushroom burgers are popular 
78 Snail Market - sells snails from normal edible ones to larger pets. Some are big enough to be pack animals or ride for leisurely rides. The owner thinks slugs are a waste of time and moans about a similar slug shop somewhere. Some are marine versions for salt or fresh. Sell hot buttered snails with garlic or wraps with mushroom bread 
79 Amphibiam Paradise - sells frogs, newts, toads, sirens, olms, salamanders, caelians and supplies to keep and care for them. Some are for pets, food, riding or guards. They also sell cute frog hats, aprons and nigtshirts with a wide range of bugs. The shop is very damp   
80 Big Beetle & Buggery - giant insects in various sizes, including eggs 1sp, larvae 10gp, lamb-size beetle 30gp, giant beetle (dangerous and fiesty - some beetles have products harvested from them, then the rest are sold as meat 50gp). Most are sold live, and the butcher will decapitate and slice them into parts. 1in6 have a table with 1sp cooked legs and heads with various sauces and cooking styles
81 Glass & Lenses - make and sell bottles, windows, spyholes, monocles, spectacles and telescopes 
82 Alchemist supplies - source, sell and prepare ingredients for alchemists in minute or bulk amounts. May have some live and dried animals and decor for alchemists 
83 Shroom & Herb - sell plants and fungi used in alchemy, for medicine or seeing other dimensions
84 Glass & Lab Supplies - sell lab equipment and glassware like beakers, flasks or jars for storage
85 Fireworks - sell firecrackers, smoke bombs, signal rockets, flares and celebratory fireworks. Each shop has a speciality rocket with wondrous, magically enhanced effects 
86 Lamp & Fuel - sell lighting supplies like torches and lamps and lamp oil and other fuels, some have a small elemental in a jar for a display  
87 Mineral & Mining supply - mining and smelting gear and have a lab to assess samples brought in. Experienced gnome alchemists can sniff and taste minerals 
88 Golem Supply - sells golem bodies and supplies for creation. May have second-hand golems or automatons or specialise in a type based on function. Small service golems might help the storekeeper made from wood 
89 Pests & Poison - sells potions and powders to keep away vermin, baits for monsters and other problems. Honestly, not for use on people that would be wrong (wink)  
90 
Potion & Pills - an apothecary - sells medicinal dried animals, herbs and alchemy pills for treating common medical problems. Sell grooming and hygiene products and some magic potions
91 Ancient Scrolls - sells ancient documents, magic scrolls and maps
92 Forbidden Tomes - sells blasphemous books and cult collectables for historic interest 
93 Curses - sells cursed items, curse scrolls, tablets and magical traps from faraway exotic places
94 Relics - religious relics, including saint body parts and religious paraphernalia like holy symbols, robes and scriptures. Sells some magic items and scrolls
95 Occult Books & Paraphernalia - sells magical knick-knacks, spellbooks, spell ingredients and magic supply. Have a range of petty magic trinkets for household use with not much use for adventuring
96 Magical Pets - petty elementals, spirits, ghosts and imps sealed in bottles and urns. Expensive and dangerous, and many customers buy by post. Some are bound into working devices for mechanical action or heating or cooling elements
97 Mushroom Magic - sell magical fungus, live magic fungus in pots, ambulant fungi or tiny mushroom people in cages. Screaming mushrooms are popular as home security. Some more dangerous types of spores are also available for mold and slime. Shop is warm, humid and smells of decay
98 Magic Toyshop - sells living toys and automaton novelties of great sophistication and magic. Sells to nobility and royalty, nothing under 100gp
99 Astrological Supply - selling manuals, telescopes, crystals and charts. The owner will make readings for guests and teach their knowledge for a fee. Also, sell some crystals from the crashed citadels of star people and some of their relics
100 Magic Auction House - runs auctions for magic items to select clients and their agents. Highly secure with guards to keep out riffraff without at least 1000gp. Very posh inside with servants offering wine and fancy snacks. Will deal with scruffy adventurers at back door to procure new items