Tuesday 5 November 2024

d12 Oops I overcooked this encounter





































So your players got lucky streak and did some clever things and creamed some baddies and now its the big boss and you wanna flex a bit so the heroes suffer a bit and feel some thrills. Then all the dice turn bad and it turns into a possible TPK...

Game balance is a bit silly
If you over do it there is no risk
It can waste lots of time calculating with occult formulae like xp - kick it to the curb
BX did HD +1 for major magic abilities worked fine and fast

I like older warhammer and Stoembringer with more chaos and less balance. One player would be a sorcerer who could call a god and another player would be a beggar with no legs. And that beggar would save those wizards again and again and procure the human sacrifices they needed. 

You have more options as a DM than Fudging rolls
But also dont just Deus Ex Machina too hard that players feel useless

Morale used to help with this because monsters showed more delf interest than fight to the death. What if every monster hurt took 2 or 3 soldiers off the battlefield to help them like real armies do. If your gonna fudge Morale is easier and better than combat rolls. Or Say a bos dies make a roll half die make a roll. It means lots of monsters will fall back rather than act like fanatics. Fanatics should be more scary, and berserks should be frightening. 

Its best players mostly attack first and make informed choices about attacking most of the time. Then it makes occasional mistakes and deceptions or ambushes against them stand out. It is ok to withdraw and ok to teach players this.

This is some stuff you can do in a battle to de-escalate

I like to reroll initiative when some chaotic event occurs changing the battlefield

d12 Oops I overdid this encounter 
1 Enemy has somewhere else more urgent than dying here so withdraw if not over already
2 Enemy demands adventurers surrender or talk terms like collect wounded
3 Third party or monster arrives and the original foe wants out of here fast or stops the attack. The third-party might be hostile to both or neutral or might be appealed to or bribed
4 One of the boss's personal guards turns on them and backstab the leader
5 An enemy goes berserk or turns into a lycanthrope or is really a shapeshifter and turns on their own kind closest to them. Perhaps enemy dead arise as zombies
6 Enemy hears an alarm or scream or a runner comes to fetch them urgently Perhaps a magical message reaches the leader 
Fire, flood, weather, swarms of vermin divide the field
8 Quake, sinkhole, cave-in or ceiling or floor collapses leaving holes and rubble and breaking up the field
9 Enemies fighting amongst themselves, kill the right leader and they withdraw
10 An enemy staggers and bursts open with dungeon parasites horrifying everyone, the enemy are demoralised and panic not even sure of each other, some busy killing parasites, utter chaos
11 Some invisible being kills some of the enemy freaking them out
12 Spirit of local area angered by enemies and offers some blessings, healing or carries away wounded to safety
  
d12 Oops I undercooked this encounter 
1 Reinforcements trickle in to replace fallen
2 Some creatures have poison weapons or missiles
3 Is it a Trap? monsters retreat luring the enemy into a hazard or for a new group to flank the adventurers 
4 A second group of enemies or friendly monster joins their allies
Some enemy goes berserk and are fearless killer maniacs
6 Some old enemies of heroes have sent assassins or a magician to aid party new enemy - both sides agree to divide adventurers after the battle
7 Enemy has a grenade or fireball charm or other damaging limited number of uses weapon
8 Some of the enemies are not what they seem -  lycanthrope or other shapeshifters takes the lead against adventurers  
9 Several have spells or magic items with one use like healing, summoning, a spell effect
10 An enemy has a spirit trapped in a bottle they throw to release possibly a poltergeist or something far worse the server who released it from the bottle. They aid the enemy vs adventurers
11 Several of the enemy are spell casters blending in to not be targeted, they stop holding back and use spells 
12 Turns out the boss of the group is some kind of hero with own back story, extra levels and a magic weapon

Sunday 3 November 2024

Chagrinspire d12 Alchemy Experts & My setting Map Update



The Alchemist Guild in Quicksilver Heights needs some more alchemists here for various reasons. Party finally found this location and I need to write out my alchemy skills asap now -basically a list of 21 recipes per alchemy skill for examples

Guild rates 10% of everything
-free money changer and low rate loans
-cheaper goods in store
-pass an exam and initiation test
-weekly feasts and all-night drinking
-accommodation in guild barracks
-right to run a pushcart in the market
-cheaper guild consultation

d12 Guild Gossip
1 Prices of alchemical materials in the wasteland are amazingly low
2 We can uncover the ancient secrets and not make their mistakes  
3 Sad how everyone mixes us up with those wicked old alchemist guilds
4 With the materials from here the alchemist guilds in all the cities will grow in power 
5 The muskets we have found are amazing if only we could make these cartridges
6 These addictive new healing potions will make us the richest international guild
7 Weird objects fallen from the stars found here are worth a fortune
8 Food of the ancients is still edible in the ruins, entropy itself has died here
9 With decent food and grog and some more slaves, this place will be bearable
10 The secrets we find here will bring us a new age of alchemical supremacy
11 We will need to eliminate some of these local factions for the sake of the big picture
12 Fascinating documents of everyday life help us learn about theancients

d12  Alchemy Experts
1 Malekar of Tulan is here to study the strange weather and auroras. Has also become interested in the basis of the ancient magic mechanisms. Happy to pay for examples of machines and will pay in potions. Hopes to make their own gargantuan golem mech to crush enemies back home

2 Tamalan from Valadran a noble alchemist from a rich family was replaced by a serpant changeling wizard using magic items and spells. He has made deals with the elves to allow cults and evil guilds like slavers, smugglers, and assassins guilds to pass through Auldwood by a secret road

3 Geldersprekt of Mordnar is here for cash and profit but also hopes for some secret like cheap synthetic philosopher stone. Willing to use assassins and hire adventurers to deal with pesky troublemakers while pretending to be everyone's friends. Likes to dose enemies with multi-stage poisons so a final dose can cause severe damage rapidly when the final dose is administered in person. USes slow delay poison to blackmail people too

4 Lady Gildmane of Lamnutainia - rumoured to be related to the immortal mad emperor and has vast wealth and estates back home. She is interested in contacting the Black Sphere and learning their secrets directly. Will pay for leads and information on the Black Sphere activity. She will use proxies like adventurers rather than risk herself being killed or captured

5 Milaxus of Dormund a religious scholar interested in making the life of commoners better through alchemy. Specialist in medicine and healing arts and astrology. Kindly and has side interests in any exciting expeditions to find knowledge. A bit overconfident about his ability to survive but always looking for guards for his ruin expeditions.Will pay for interesting books and records

6 Mayella of Kastria is a noble beauty who always looks wonderful and uses her alchemy for perfume and makeup and longevity potions. She will highly reward information on this topic. She likes to dance and wear the most expensive gowns in the outpost she makes with magic. Her fields are music, song lore and folklore. She likes gifts of posh food and drink or lore in her field. She is worried if any new beautiful women arrive

7 Emerton of Aeostra a noble outcast for treason to the guild is hiding from his homeland. Familiar with complex politics of home and suspicious of everyone. Is an expert in heraldry, kingdom lore and flags. Actually wants friends as assassins are coming so he drinks and plays cards all day in readiness 

8 Alphonse of Zorda a magician from the island of wizards and dragon templars who survived the great cataclysm at the end of the age of Exilon. Alphonse is a shrewd planner who remains isolated and keeps secrets. He prefers to stir the pot with a few words and sit back while others fight. Is an expert of ancient history and famous magic items

9 Kyla of Shadelport an alchemist of the pirate city of Shadelport over the sea. She is interested in war and improved guns and steel-hulled warships. Likes to blow stuff up and shoot cannons from the watch tower. Here for the Ummortal Black Baron of Shadelport the Pirate King and her field of expertise is gunnery and gunpowder

10 Kwanlan is a mysterious alchemist from the vast Lotus Empire of the mysterious west. Here due to the international narcotics trade links and the insistence of the sinister underground emperor. She slowly getting local guild members to look at various drugs and hopes to set up a network under a lotus guild organisation. She needs to work with the other guilders to build this up without revealing the real plans of the Emperor on the continent

11 Galarad Globtart is a gnome alchemist from the Underland here to observe what the Black Sphere are up to. This gnome reports to his secret order dedicated to destroying hierarchical anti life forces including religion and monarchies. They have not been very successful but they keep an eye on the surface world happenings. He runs trade with the Underland gnome city below selling gnome bread and fungus beer with mild soporific effects, which is partly why grey gnomes are miserable. Galarad collects gossip and stories from adventurers and will pay for them and offer his tips for dealing with Black Sphere forces. His room is magically screened from surveillance  

12 Mekala Jebora from the warning east is here mostly to recruit mercenaries for the wars back home and trade with alchemists. She is interested in new magical technology that could revolutionise war and make one nation supreme for money. She well funded and is wary of gnomes and demi humans. She will collect outlandish stories she writes up and has printed in her home nation for money  



Updated My Campaign Map and timeline project to include chagrinspire
Partly because this post is to show international alchemy guilds working to plunder chagrinspire and all claim to not be affiliated with the Black Sphere Alchemists


Chagrinspire could exist on planet Psychon also
Xor hints are on Psychon and the above map
My EXOCOM Australian special forces sent into the dungeon game had appeared on tungeon tables onExile Island quite early and it started my idea of a dozen dungeon zones.

I like the border on this map better with stars for war zones and crowns for cities
I have tables to hike from Chagrinspire to Shadelport

The mysterious west consists of waring kingdoms and barbarians in the shadow of the Immortal Lotus Emperor who lives in an underground city. To the south is tropical jungle and ruin filled land Yoon Suin Might fit ok.

The Frozen North has a icy coast for ice barbarians, viking kingdoms and even some great wooden cities and bulwarks. There is also a great ruined city of the outsider gods most shun but madmen come to plunder.

The Brazen South has remnant ruins of the ancient empires, vast deserts of nomads and kingdoms that survived unchanged for 4000 years. Beyond them in the southern burning desert is the great burning city of the Efreetil and boiling oceans.

The Waring East include Waeric Islands an empire of the first age with faeries and wizards and knights, Beyond them is kingdoms invaded by Second Empire colonists who found remnants of the monster empire and reptilian and bat people and worse humanoid hordes. The many colonies since then wage constant wars with each other and have advanced the art of war. Guns are more common here than anywhere else currently. They all see the central homeland continent as backwards in matters of religion and war. Frustrated by vicious invaders the origional peoples adopted strange forgotten cults to subvert civilisation.

Scarford reef was stuff I did for Tenkars Landing which is possibly in a PDF out there somewhere but basically this is where that hex fits and it has three layers deep of caves and civilisations. People fleeing the continent try and come through these caves and dungeons to get to Exile Island.

Anglerlund is the Ilsand setting in my zine surrounded by the Anglerfish god Lampgulp. Its a pretty horrible island of cultists, weird villages and fish folk.

Exile Island is most of the first six years of this blog and very detailed.

Mordnar including Sour Hill and the Threefold lands and the Noble lands are very detailed to the hex.




Saturday 2 November 2024

Quick Rivals & Faction List



As Chagrinspire gets more civilised greedy visitors you get new camps, outpost occupants or settlements. My party hit 4th Lv (using a slow advance system) so rival gangs of adventurers might have rival outposts or you might need to trade with them. 

My party fought the cult of the Hungering Worm and the Cult of Orcus. They have beef with slavers but not met them yet. They had a fight with kobolds and then made terms. I think its time to set up more camps and strongholds and possible personal rivals to egg them onto the Gatehouse. I will be generating some no-mans land and dugouts for crossing the wasteland. 

d20 Quick Factions
1 Flatspur Guild - a band of rival scavengers using Flatspur as a base. They also have secret camps in the wasteland ruins for their weirder members. Some of these bandage-covered scrappers hide mutations. They dislike newcomers getting attention from their guild. Some follow the thief god some have taken up the religion of Flatspur farming folk from the west who worship the light. Competitive but not into starting fights outside a pub. Not into conquest or idealism mostly survival
 
2 Shankheim Guild - a thieves guild took over an adventurer's camp and set up this guild. They have yet to generate enough food to survive and keep up with growth. Gangs from here are aggressive and abusive and claim land wherever it suits them to justify violence. Might be tempted to rob anyone with less numbers. Also can be bribed and negotiated with if they feel they have an advantage in any contract. Even though they fued with Flatspur they prefer them to the other weirdoes out here. A party from Shankheim wants to establish own base in another hex and gather scavenger clans to it. Taking over a small community of locals would work too and they often ally themselves with slavers.

3 Alchemists Guild - an international expedition funded by Alchemists guilds of coastal cities. They want alchemy supplies of the wastes, ancient formulas and secret lore. They distance themselves from evil alchemists of the Apocalypse war but do deal with slavers and questionable magic. The outpost Quicksilver Heights is the main base and new expeditions from the kingdoms cand form anytime to compete with adventurers. Their interactions with the party in public will influence what they do in the wilderness. Adventurers from here will be rivals but will aid those they can and charge them for it

4 Mercenaries Guild - an international mercenary company is looking to expand operations into the area offering soldiers for hire. The most advanced and brutal professional killers on the continent are only rivalled by other companies. May ask fighting types to join them offering work, medicine, training, gladiator fights, accommodation and crafters. Want a base like an outpost or fort, competitive but friendly unless paid to fight and will repay debts if aided. d4 1=Black Dragon Company (Seige Specialists) 2=Wolf Brotherhood (marines) 3=Iron Gauntlet Company (Heavy infantry and cavalry) 4=Velvet Panthers (land knights with guns)

5 Slavers Guild - uses the wasteland here for secret intercontinental slave trade. Slaves are relocated vast distances for sale for exotic appeal and it becomes harder to dream of freedom. They are a harsh and mean organisation that have bands transporting slaves in the wasteland in chains. Some will have horses or camels or have two archers on one camel. Truly nomads they have several secret outposts, some islands and even ship people to other lands over the sea. The slaver's leaders are high-level adventurers and they will send minions or hire evil adventurers to hunt the party. They can call in help from the assassins guild. These are
 easiest to show as bad guys really even without meeting them.

6 Mutant Gangs - live like scavengers but the more obvious mutants live in the worst places on land other people don't want. Some live in nomans land and are hostile to strangers. A bold party of mutants might get competitive for looting opportunities and claim to own various sites. They tease soft scavengers in the new villages. Mutants can be good or evil but often desperate enough to be flexible. The chaotic mutant warbands who worship demons are more dangerous and vindictive and will assemble their own weird heroes to hunt adventurers 

7 Barbarian Bands - here to kill spell users and destroy books. Wage war on the Black Sphere and they include any literate and civilised peoples. They save the most brutal torments for wizards who they blame on the last two apocalypses and all the various dark lords who ever took the title. Some mellow out and assimilate with civilised people or scavengers. Most just die and are replaced from the greater wastelands. They crave to compete with famous warriors for glory

8 Orcs Bands - Orcs come in several subtypes. An orc war band leader will have various sub-bosses, bodyguards and pets they might send after adventurers.  d4 1=Barbarians from the wastes much like humans but bigger edge lords with more spikes and severed heads of wizards on their giant wolf mounts 2=Troops of the Black Sphere deserters made by magic in vats now violently rebelling against wizards and have muskets and uniforms 3=Hell orcs here to fight from hell against the Black Sphere with devils heroes and ok with magicians 4=New Dark Lord orcs made by magic, all male and force matured to be violent maniacs with a strict hierarchy. Often led by an orc champion, a wizard or a priest. May march with undead made from the fallen and enemies

9 Bandits - criminals driven from the coast and into the wasteland find the borders of Chagrinspire a good place for robbery and no crown armies to stop them. All are fleeing rewards, bounty hunters and wanted posters. More likely to want to rob adventurers than show off.  d4 1=awful nasty bandits including a few cannibals and famous maniacs 2=former rebels against a crown led by noble freedom fighters prefer to rob wicked or rich 3=desperate refugees or army deserters turned to crime for food and desperation enough to accept better jobs 4=Robber Knight a failed knight or bastard with a band of scoundrels made into a fighting force who live in a cave or ruined fort and have pretensions of nobility 

10 Murder Hobos - deranged old adventurers, mad with grog and untreated trauma. Boss anyone around and anyone with treasure in a lawless land might be worth robbing or demanding a toll fee to be left alone. Will establish a camp that in weeks will be full of tents, a sly grogshop, ditches of filty water, drunks, vermin and disease. Will abuse and bully modern adventurers especially idealistic ones for their stuff or try to recruit adventurers as "followers" (meatshields caugh caugh). If wiped out some might turn up later as drunks in other settlements. Some are especially insane and driven mad by evil even tainted by lycanthropes or undead. Maybe you meet them and they get worse over time

11 Druid Cult - here to cure the land and restore life. Some are here for blood or to inflict death on the Black Sphere. Aid plants and animals and common folk trying to live in the wastes. May seem sinister in their robes chanting around monoliths in storm.  A druidic party will also include warriors and usually some bards too. They will look for an underground preferably natural cave to work on starting some forest. May build a settlement of a hill fort with trees. They dislike automatons and war machines of the ancient and oppose the adoption of ancient technology like guns 

12 Cults - many demonic cults are here for loot and power but are also keen to attack the Black Sphere who want to stop the fun of demons forever. Some cults are secretive and hide within villages and operate a secret temple. Others are brazen and explicit in their servitude to dark powers and live in robes with cult banners, masks and evil pets. Its easy for them to conflict with adventurers and they will send a cult hero with assassins and fanatics against adventurers who cross them

13 Church - various orders and groups from the church come to proselytise and watch the wastemalnd for evidence the Black Sphere is awakening. They claim to be good and are often more lawful and various factions are competitive. These can come from a few sources and could be allies or friends or competitors or might even need help. Many seek to set up a camp or shrine and might just compete for trade or land d4 1=Crusaders of Lamnutainia sent by the Mad Immortal Emperor 2=Bright Templars from the South agents of the Church lands of Dormund 3=Child crusaders hungry and disappointed by the visions that brought them here from all over the continent, they already hate slavers 4=monks from a secretive order searching for lost knowledge 5=heretical peasant flagellant sect 6=farming refugees escaping despotism with a hermit or friar priest 

14 Demihumans - various demihumans come here for secret projects or spy missions to see the state of Chagrinspire and its minions. These could all be allies or friendly rivals and possible enemies. Some misunderstandings might cause offence, some are of the more evil kind. Some might be outcastes or refugees. May have a secret outpost and is often led by a hero with personal guards, magicians and pets. d4 1=Dwarves from the great mountains or Underland  2=elves from Auldwood or some of the rarer weirder kinds 3=haflings here to loot and scrounge treasure and act like a guild 4=gnomes some helping the elves and druids others from underland might be confused with the Black Sphere gnomes but they have other weird tyrannies in the deep that know nothing about the surface world

15 Abhumans - Many types of beast folk have a steak in Chagrinspire some are here to fight it with the barbarians others were made as soldiers long ago by the ancients for the war. They prise individual heroism and valour and many seek worthy enemies or rivals. d12 1=reptilian lizard folk from hidden kingdoms to the north scouting for their nations 2=snake folk wizards and necromancers trying to revive ancient dead to resurrect their fallen species and to enslave others 3=rat folk made as sappers thrive in the wastes 4=mole folk mad as sappers live under the waste on worms and salvage 4=dog folk soldiers 5=bat folk who dwell in darkness and serve a vampire goddess 6=ape folk soldiers 7=lamprey or leech folk want blood 8=frog folk commandos 9=wolf folk soldiers 10=cat folk commissars with guns and whips 11=fish folk marines 12=raven folk monks up to something  

16 Goblinoids - Goblins are common all over the wastes. From the west many coming from
 the vast faerie forest realm of Auldwood (plant herders). Others from the Underland (mushroom herders). They are notorious for their domestic animals and crops. Goblins change and adapt and interbreed with beastlings and so come in a variety of goblin tribes. Some are peaceful or nuetral. Some are thralls to other powers like demons or faeries. There are many goblin hero leaders with various guard and magicians and pets that may be rival or enemy parties.

17 Kobolds - Kobolds were brought in by the black spare as builders with bricks, miners and crafters. They became servants working on train lines, carrying baggage and delivering parcels and were taken for granted. Now is the age of the Kobold and they are the inheritors of Chagrinspire - "it belongs to us!" the chant by night. There are many kobold tribes but since the seven sons and daughters of their god have been incarnated among the kobolds they are increasingly getting bold. One of these chosen might become a rival or enemy and will lead a band of exotic kobold wattiors from many tribes. They have allied communities everywhere but famously the gatehouse of Chagrinspire

18  Dragon Templars - Long ago dragons gathered human subjects and build might cities and even aided humans in the war against Necromancers (who keep trying to make undead dragons). Dragon riders may be seen in the sky and might even drop some templars or draconian troops for some purpose. Will protect and help dragons and even speak crude version of draconic humans can speak that dragons find funny and annoying. Dragon Templars may set up a base somewhere high and well protected for dragons to land and bring supplies. They are secretive and not interested in rivalries just in finding dragon relics and finding draconic beings. Modern dragons are more hidden and many of their remaining kingdoms are to the north and south and east and west. There are many loner dragons on the continent but few would be interested in the treasures of Chagrinspire but they did help burn Black Sphere towns to ash long ago. The templars, warriors and wizards get their orders from these overseas dragon nations who have own rivalries

19 Necromancers - here for all the dead bodies, arcane secrets plus they dislike the Black Sphere. Willing to use undead troops with other factions who will tolerate them against common enemies. Wary of good priests objections to undead they end up mixing with priests of night and death and templars of the void. Many parties led by necromancers explore the wastes and highly likley to not get along with adventurers but might work vs common enemies if you can tolerate the smell of corpses and vermin

20 Black Sphere. A specific squad or unit comes to hate the adventurers and will continue to monitor them and cause trouble if adventurers do anything interesting d4 1=gnome sapper assassins in a mole machine 2=automaton soldiers 3=clone human or orc soldiers 4=Deathguard flesh golem assassin. Will operate from rail lines and secret bunkers. Once a target and have a Black Sphere secret police agent surveiling them, agents will trick other factions into conflict rather than resort to force

Thursday 31 October 2024

Keeping it Classy - class and subtypes



























Chagrinspire VOL3 and EMO Quickstart stuff updates on Patreon and some bonus 3folds coming shortly.

 So as my system is a bit clunky I started on the idea of a pregen character for each class for quickstart, late players and ideas for players.

More recently I expanded this to try and make 6 pregens per class
they have been handy for followers in play which was a surprise

So here is the current project
x = need a new name

Some are mostly done - skills to improve sections need the most work and handy to make high-level npcs. Still playing with the overall format and info. Thinking a box on high-level domain, followers and optional alignment for classes. Id like dervish or fakir but i need more flexible terms

Avoiding terms from specific religions or keeping more Eurocentric and avoiding gendered names - sadly no good sub for highwayman. Master has become more used as neutral but i don't want to over use it and would like it for savant/monks but beastmaster is pretty cool for druids. Variant monks might get different powers.

The grey stuff is for the overflow of ideas later
suggestions for anything here welcome
even to fill out the overflow or suggestions

In part they are like kits/subclasses but built from the basic rules so you can generally change out abilities or skills or change a stat to make a quick character. Each gets a basic character sheet with a description and suggested skill improvements for later levels. Some classes these variants may get distinct abilities hopefully described inside the class description and just referred to on the character sheet 

Right Now I'm messing with
Sorcerers, druids and savants (monk) I'm most indecisive about currently and the non human classes sub types. Some classes like bards/sorcerers/elves/gnomes can choose which spell list they use so i try and make specialists using those lists for each class

Suggested bard spells be treated differently maybe more gained more like knowledge from a teacher or a book so you can study as opposed to ppl who are channelling supernatural beings or miracles. I might have to define these things which define the theory behind spell recovery, casting, learning new spells.

I might return have a research system for spells, songs, alchemy and herbal formula


Priests Clerics Templars
Im very tempted to make cleric/priest all templars and use another class like sorcerer for the bulk of non combat priest orders you meet in civilisation - templars are either in massive church forts in orders or running around the frontier or retires in odd places or running a frontier shrine. The softer sort do miracles and will get some more spells and wont turn undead. What to call these rank and file non war - preachers? As I have bards elves and sorcerers who can pick what type of magic they use sorcerers might work better for these non fighting priests.

Future Classes/Subclasses
When this is done will make varients for my post apoc games and specific campaigns like psychon and chagrinspire

I do have a mutant and automaton class revisions in works

id like to do an alchemy class but for now its built into my skill list

Witches
I use witch as a pejorative for an illegal spell caster as casting spells on ppl without permission is frowned on and a crime - the witch as a sorcerer type is basically ppl living to the stereotype out of spite, cultists or providing not quite legal spell services and medicine for people on the sly - sorcerers with magic talent forming groups probably make up the bulk of people called witches.

Im not touching warlock who broke oath to Christianity to make a pact with satan or the modern D&D version of it or how it came to be a male witch in Scotland. Im for anyone casting spells as a crime is a witch and monsters or ever a foreigner will call your wizards and clerics witches.

The older ideas of sorcerers in d&d conceptually could include blood pacts by birth or oath. Anyone can be a paladin or a warlock with my alignment system.

Notes - If you dont know my system
Species = class but can change class no probs no level limits

Divine arcane nature and mentalism magic is available

Lots and lots of skill/ability/feats all one system

Alignment gives you oaths and more powers at the cost of fanaticism and limits on your conduct so anyone can be paladin or warlock like. 

The most important old-school FRPG vibe to keep is monster statblocks so you can use a vast array of publications without much work. changing spell names has some compatibility issues. There is a commonly used array fr tentacle panthers, carrion creepers and oxidization beasts out there in use.

The other big issue writing this stuff. End up revising skill lists and equipment lists.
Will do a new shopping list soon.



Tuesday 29 October 2024

Halloweenie d12 Dangerous "Ghost Towns"




































Phantom towns are heard of and popular subjects of songs and stories. They might be adventure hooks.and maybe your players will learn to hunt them or shun them. 

Warning spooky bad stuff 

d12  Dangerous "Ghost Towns"
1 Blanchrannokdon - a phantom village of spirits of people all murdered by a party of murder hobos. Strangers will find this near their camps and wander in to a backwards village none have heard of. The spirits will act hospitably and even offer a night stay for a barn dance tonight. The spirits test especially adventurers with moral dilemmas and temptation so they know if they should assume horrific forms and eat murder hobos. When they kill enough they rest in peace. Good people will awake in the morning in a field with some old foundation stones of old farmhouses and some who perform the test well will find a magical gift or treasure map where murder hobos corpses and loot are buried in a ditch. Communities a few hours away only know the name from stories as the spirits leave local folk alone.

2 Mankracknor - a withered half empty spooky village with many elderly people and cats. The stern locals give Dour looks at strangers. This village isnt on any maps but near a crossroad some have looked at the remains of chimney stacks a hundred paces from the road and see some stray cats. Some call it a witch town. During a past war, all the people of age went to fight leaving the old and children. A local mayor brought in a cheap witch hunter to help him kill and rob the property of the elderly. Unfortunately while gloating after selling the children to an orphanage workhouse spirits came and killed the Mayor and his servants all. When strangers come at night some instead of a crossroads find the half-empty village of elderly witch spirits. They angry spirits want revenge and torment any who have "much blood on their hands" which includes adventurers. If communed with the spirits will be satisfied if their surviving long lost children come here to resettle. They in fact turned out to be witches after all

3 Balendown - an abandoned wilderness frontier village abandoned. Sometimes at night people her music from the tavern and will find villages, barkeep, dancers, gambling and revalry. Any who join in have a great time until midnight until wights on skeleton horses come to kill everyone. If visitors flee quickly they will be unharmed. The undead killers will massacre the locals they reenact again and again but will attack any interlopers who aid the locals. If adventurers take a local with them and flee they will be chased across the country by the undead. If contacted the hapless victims bemoan a relic someone brought to the village that some dark lord wanted and a gambler spirit admits he got it in a bet. If the wights can be destroyed and their purpose thwarted the villagers are released and and spirit will reward the heroes

4 Morgnannar - A village where orcs lived peacefully camped here for several years before one night fire-wielding masked raiders attacked and killed all the orcs. Only some outlines of their hide yurts remain and plenty of orc bones. Sometimes strangers will find the village intact and friendly orcs will invite humans to a drinking contest. Eventually, after being kind hosts they all wither into skeletons and vanish leaving strangers in a field. A orc shaman spirit  will explain the tribe was massacred and wants the human killers punished. Preferably killed and tortured and eaten by monsters but they will accept the humans are arrested by their own justice or make amends (which would be hard but admitting in public would help). Local villagers are embarrassed and would rather not know but their is a risk the same masked men will attack some other non-humans like halflings next. They have made robbing and massacres part of the local economy

5 Bogstop Camp - A new bog side settlement where locals cook and eat hot buttered eel stew and beer.  They are celebrating their new land and bumper eel harvest in the prehistoric fish traps close by. They welcome strangers as long as at least one seems a nice human. Before they were here a village of small newtling folk were massacred by older settlers who killed and ate newtlings. The settlers mysteriously all vanished one night but more came later. By night their croaking ghosts are heard chanting and calling their amphibian god for vengeance. At some point, ghostly newtling folk will arise and point accusingly chanting dooom dooom dooom. Those who flee are safe otherwise the spirits attack and demolish the settlement. If attacked the spirits warn interlopers that the spirits demand vengeance. They will stop appearing if newtlings are allowed to resettle (but the spirits will aid them). They breed prolifically if you can get a few pairs. New newtlings will still give haunted resentful looks at humans for a few centuries

6 Widowswood Village - Mist and bad weather starts and you see shacka with a fire and the smell of food coming from inside. Inside is a close family of mostly women and some male and female children.  small shack. They pretend to be frightened of strangers but can be talked into letting strangers in and sharing their humble sorrel and onion soup. The food is drugged and the ladies will try and seduce visitors. They are all spider changelings and use illusions and webs to ensnare victims to mate with and eat. They do this once a month and have a treasure of past victims. One has a magical fan to make illusionary terrain

7 Fishgut Place - Mysterious fishing village lights seen in fog by night. It smells of dead fish guts. The village tavern the Gutted Mermaid (with sign of a mermaid vivisection) is busy but locals all silently stare at strangers until they have a drink or announce themselves. One offers to sell a stuffed "feegee mermaid mummy in case" 30gp. Another offers a lucky mermaid foot 15gp or some gold coins of the undersea folk that rich civilised collectors want. Eventually, they ring a bell and line up for fish chowder and fish pies only 1sp for outsiders. Any who take these things are drawn into the curse and fishfolk everywhere know you are a thieving murderous human fish eating bastard. If you die in the village your spirit is trapped in the phantom village appearing occasionally when the stars are right. The fishfolk to be appeased who maintain this ghost town would like all their surface kingdoms returned but will be satisfied with vast amounts of gold or deal to kill fish folk enemies. The village of fish folk hunters here for years was wiped out and the souls bound into this place as part of a great net to entrap fish folk enemies

8 Sloptown - An old mining camp or murder hobo shanty town of abandoned dugouts and tents and garbage from a past gold rush. If explored start to see a few glimpses of muddy old folk in rags with tools and goods and suddenly you are back in the goldrush days. Locals are surly, jealous drunks and fights and scuffles are common. These are spirits of all the horrible old men and women who worked and died here and can't accept it. By sunrise, the town vanishes to just some dirty flooded ditches and rubbish. While here you risk being stabbed, poisoned, punched, robbed or catching a disease. While in the dream past you see people drop coins in the mud. There is plenty of gold nuggets and dust buried here and dropped and smothered. . but each will attract a spirit who owns that and will be angry. Poltergeists and spectral dead will harass people who search here.   

9 Pure Point - Village of palid gloomy pious religious grumps with a creaking old church. Shy of strangers and fearful strangers will attack them. They gather pitchforks and torches confront strangers and question if strangers are witches or blessed folk. They will offer turnips and beer and a stay in their barn. If you take the offer they lock you in and set fire to it. The phantom villagers if convinced visitors are witches the angry mob will chase and attack. At some point, the villagers and illusion vanish and a kindly greater spirit intervenes telling how the villagers cannot be released until they repent and show hospitality to strangers without killing them. The spirit offers a chance to battle the spirits with some magical gifts to help to end the curse as they obviously will not learn after hundreds of years of failing

10 Mandador - village appears just off the road. Streets are empty but someone in a house calls "inside quickly!". Frightened villagers call you in and lock the doors afraid. As the sun sets light goes red and the moon yellow and all hear bestial snarls. Devil swine come to terrorise the village each nite and cause property damage and crap everywhere. They have no idea why. Each night in an abandoned house a ghostly wizard opens a portal to a demiplane of Set where the devil swine comes from. When the ghost is slain the survivors awake in the ruins on the the village

11 Buttrock Gully - ancient standing stones loomed over this village and newcomers came here to raise sheep and cattle and grow leeks and parsnips in peace. When the stars turn right some of the stones that were bound demons killed the villagers. Sometimes the village reappears healthy and hearty with merry-making in the tavern just as it was the night the demons came. Strangers joining the rivalry might see signs or whispers or even see spirits of the wild folk who lived here long ago. Any who go below ground into a basement, especially at night meet these older spirits who will try to warn the strangers of the demons. Eventually when all the victims they can muster are drawn to the village the village and guests are taken to a dimensional demi-plane and the demons are living here and ready to kill the village over again and nobody can escape. Except you can kill the demons and once all are killed the ruins of the village appear in the gully and the stones will have shattered

12 Black Stump Village - a new trail goes off the road and storms could are coming. Up a spiral path of village cottages to the Inn of Lost Souls at the top. Adventurers and criminals and mercenaries are inside drinking, laughing, a jester leading a band of idiots plays. The bartender offers free drinks on the house. Then explain you cant leave the village, It is a pocket dimension connected to Hell. The only way out is through the basement portal and get through all the gates of hell and out the other side. He warns if you die you might be trapped in hell or awake here again. Every time this happens the village is more diabolic and hell tainted. Good luck


Sunday 27 October 2024

Flooded Tunnels of No-mans Land + Water Leapers




































So the swamp, lake and river in Chagrinspire has the remains of marine ruins and wrecks. There are also canals and canal Tunnels. There are remains of concrete forts and cliff entarances for boats inside fortified hills. his is to cover these partially flooded tunnels and sewers.

d12 Flooded Tunnel Decor
1 Almost blocked with food debris
2 Blocked with a grate, iron bars or wire mesh and garbage
3 Blocked with wreckage of some vehichle
4 Numerous rotting corpses or a huge marine creature corpse
5 Infested with swarm of vermin or slime
6 Doorway or service hatch or a mysterious hole
7 Tunnel descends and increasingly flooded
8 Tunnel ascends and less flooded
9 Crates or barrels of goods washed or stashed here
10 Remains of fishing net, anchor, ropes, floats and dead fish
11 Clutches of eggs of some large creature
12 Graffiti on wall, a warning or sign of faction territory

d12 Flooded Tunnel Hazards
1 Swarm of rats or carnivorous fish in area but can be avoided with athletic skill
2 Flash flood from water release or tide or rain
3 Tripline grenade or land mine
4 Rusty nails or caltrops underfoot
5 Flammable liquid on water or gas
6 Scythe or pendulum trap
7 Deadfall of garbage
8 Rancid water carries disease or parasites
9 Stinking odour save or choke
10 Flooded floor deeper than it should be
11 Giant cave clams in water or strangler vines
12 Petty haunting or strange sounds or lights

d12 Common Flooded Tunnel Encounter
1 Giant spider or marine scorpion
2 Cave lobster or crabs
3 Giant rats or single bear size on
4 Giant beetles or flies
5 Giant newt or lizard or crocodile
6 Giant worms or maggots or leeches
7 Beastfolk d4 1=fish 2=rat folk 3=frog 4=eel
8 Giant pike or other aggressive fish
9 Water Leaper 
10 Scavengers exploring
11 Cultists lurking
12 Mutant gang in hiding

d12 Rare Flooded Tunnel Encounter
1 Small furious fungoids or vegetal humanoids
2 Simpering boggles
3 Carnivorous sewer apes
4 Cave octopus 
5 Troll or ogres
Spectral soldiers or cultists
Water sprites or mephits 
8 Lycanthropes d4 1=rat 2=bat 3=frog 4=snake
9 Willow the whisp
10 Shambling horror or algoid
11 Imature dragon
12 Hag or nymph

Water Leaper
Faerie Animal CN
AC +4 HD 3 Att Bite d6 or sting d4+poison Move 6 Swim 12 Fly 24 Morale 7
Poison - save or paralysed for 2d4 rounds or 
lose 1HP per round for a d6 rounds
Amphibious flyer can ambush from heights or water
Swallow small creature on a roll of  to hit20 

An amphibious froglike creature with bat wings and a stingtail and no arms or legs. They often come through faerie portals and colonise bodies of water with their tadpoles. Mischievous and hungry they may live alone or in groups. Faeries find them cute even though some eat the occasional faerie or pixie or brownie or goblin. They are greedy and eat giant bugs or puppies or ducks voraciously. They croak loudly by night if it rains and can be used as guards by faerie of frog folk

1n4
 Half damage from blunt weapons
1in4 See invisible
1in6 +2 HD extra large & bite does 2d4 damage and swallow a human size creature on roll of 19-20 to hit
1in6 Croak all in 3m range save or stunned for one round if doesn't move that round
1in8
 Poison doubles dice rolled for paralyzing or venom damage
1in8 Any who slay it save vs curse or will not float in water unless remove curse
1in10
 Require magic or cold iron weapons to hit or harm as born in faerie
1in10 Regenerate 1hp per round in water 
1in12 Blink 3m once per round
1in12 Teleport once per day
1in20 can travel to faerie land or the marine version through water once per day
!in20 can shapeshift into a faerie and will offer a treasure if spared, just doing this for fun 

d12 Water Leaper Plot Hooks
1 Billy found strange tadpoles and mum said to get rid of them and he put them in the well now water leapers have the village afraid of their well and the growing creatures eating pets
2 An angry nixie riding a water leaper has threatened locals for polluting the creek and local tanners guild wants them stopped
3 Swamp castle they say has a glistening treasure in its tower window but the flooded ruins have pesky water leaper
4 Local goblins are being snatched by a huge water leaper and they offer magic fungus to anyone who gets rid of it
5 A fisherman had a magic rod stolen by a water leaper, get the rod back and unhook the poor beast but don't hurt it or the faerie folk will get mad
6 A sprite offers you a fun game where you hold onto their pet water leaper and it drags you through the water at an unbelievable speed only 1gp a ride, The sprite will make a deal if you can help business
7 A dumb giant has been chasing water leapers around for dinner but the chases rampage over the countryside and damage fences and scare cows. Go stop this noisy menace
8 A local witch has a pet water leaper who warns her of peril and local witch hunter needs some help catching her but has some kind of personal vendetta as locals dont really care
9 A goblin has been luring water leapers to a fishing village with a faerie trumpet to cause mischief like stealing smoked fish on racks or ruining nets. The goblin uses this to rob houses 
10 A small race of frogling folk riding water leapers have been seen near water and in the sky and they seem to be increasing
11 A frogfolk shaman wants revenge on humans who killed their dope-peddling highwayman arsonist son. As part of this scheme he called on the frog gods for aid who send water leaper tadpoles he had raised to fighting fitness and trained them to obey his croaks
12 Faeries ask if you want to bet on water leaper races. After some cash is laid down one suggests betting a month of service (in faerieland where time stands still) 




Saturday 26 October 2024

Chagrinspire Play - Trade with Undead



The party Included

The rogue with no name Lv 3 a dabbler in alchemy
-Rat Woman (Abhuman) Lv1
-Chrysophasia the adventures Lv1

Templar of the Light (from holy lands of the south)
-Acolyte follower 1st Lv
-Acolyte assistant appointed for undead related mission
-zero level lamp boy

Giant Builder looking for giant lore seven and a half foot tall
-Jester follower a former village idiot Lv1 has been prepping his undead insults

Balzac the baby flesh golem

The party spent time in Flatspur and their outpost preparing divination and getting a scavenger guild to help with the next mission. The ancient hill forts of undead are full of ancient ration packs that last forever. The party need food for their outpost to free up labour. Last game they occupied the ancient communication hub of the line of forts and took over. Finally they returned and found a dozen guildsmen led by the scavenger sub boss who helped them explore this place while the man with no name was making bombs and poison.

The arrived and found the guildsmen camped. They had made keys for locks and opened the subway gates below and locked them again. They also made lots of torches. When everyone ready the man with no name climbed on the roof and planted flammable bags of books by the pylons of the antenna tower infested with giant spiders. Then others came up and flung burning torches into the webs. When the human size spiders came out the gang used slings and the spiders lasted two rounds. Babies the size of crabs scuttled about and were killed mostly. The man with no name took some baby spiders to put in a cage and some others for venom. he scavengers had a feas of giant spiders. Balzac ate all the dead. The priest started washing him and seeing to his education. Theoretically, his manufacturing is broken and there is hope he wont be one of the legendary death guard. 

The entered the train tunnels, a different gauge to the rails under their own outpost. Also more in decline and not maintained by gnomes or automatons. Moss and slime were everywhere and other were no magic lamps for light. All had torches. On the way found an arcing platform and the priest tamed an ox-sized giant slug with holy food he summoned. 

Broke in a train platform under a hill and found broken elevator and hundreds of feet of stairs up. Explored an old 5-inch gun turret fort and found some bags of gunpowder and fuel. The Man WNN made some grenaides and incendiaries. Eventually back to the tunnel to the underside of the biggest hill and gun emplacement.   

Met the undead native to the fort members of the Alliance who surrounded Chagrinspire in forts during the Apocalypse war. Their leader was a deranged revenant who referred to a general in his office who nobody saw but was busy planning with his dark luitenants. They made a deal with the undead for food in return for getting rid of fort invaders. A snake mummy and reptine folk skeleton warriors took a few levels and were kidnapping soldiers of the fort. They have been here 200 years controlling a station and sending off reptile skeletons warriors on missions to bring back sacrifices. Above that new living goat cultists and goat men bodyguards lead zombie cultists with allied wizards up to something. They were new and kidnapping undead troops also. The undead were reinforced by a fort to the east on the line. 
The undead gave passes to the party so the fort and undead and spirits will know they are entitled to be here. They had some problems with poltergeists earlier.

So went to kidnap a zombie to interrogate and lucked out. A necromancer with a pack zombie and two goatmen attacked them on level 1 where automatons toiled in the workshops. The goatmen were stabbed by the rogue and his followers. The giant finished them. The wizard made a very good morale roll and put up a good fight damaging party and putting all the rogues gang to sleep so acolytes helped them. The torch boy got badly hurt and healed. Got a spellbook and packs of dried rations and lamp oil. Got a ring and a dagger too. The wizard was very lucky taking many minimum hits from party.

Questioned the dead wizard and gave his body to the undead and used tongue to contact dead and learn some secrets, The party were of course keen to get the snake guys fight the goat guys. The goat guys were Orcus cultists with a branch of orcus wizard allies. 

Eventually going from lv 8 to 1 was easier and less noisy and went again to hunt goat cultists. This time the three core adventurers were invisible to undead. So ignored undead and some automatons but found a necromancer with zombies chasing skeletons. The undead went down fast from clerics and the party began to wail on him. He was busy trying to call the elevator and ended up begging for mercy. Was begging as was only conscious due to temporary HP only left. He was a good prisoner who explained he joined the wizards and not that into Orcus but had low tuition fees. 

Using information from him it was clear the Orcus temple was growing and they had no idea that a reptilian mummy was behind it all. So invisible to undead they went back and slaughtered acolytes and wizard aprentices. Hear that Master Barnabus the cult leader claimed to have a vision and cultists were on pilgrimage to the new temple. Master Barnabus explained one level was only for him as he could resist poltergeists and rest of cult forbidden. Party a bit suspicious.

Found 3 scavengers lost also and once they found Balzac had got up here alone and eating a zombie.

So down the lift to the reptilian undead level. Faught a necrophidius snake-skull construct that went for over ten rounds..4 reptilian mummies and a beautiful woman entered greeting them and nobody thought for a second she was legit. The rogue lit a fuse on a grenade and the priest an incendiary while the giant barged pst the reptile skeletons and dealt a huge blow to the woman who revealed her reptilian mummy face to terrify him. The priest noticed the reptilian woman breasts and blushed. It was a tough slog and eventually, reptile skeletons were gone and the forced to party use torches to hurt the mummy. She did offer immortality and to serve her but nobody was interested.

Lots of good magic weapons and two very long tough fights where everyone hurt and missed or rolled low damage. The necromancer prisoner and the promised food was carried by undead to the surface where the scavengers guild took them to the communications building. Players were tempted to build a telegraph station. Got 1000 meal packs now and offered 1000 a month including tinned beef and bacon better than alchemist's gruel. Lots of fear attacks resisted too. Rogue has 2x +1 rings of protection and a cloak of invisibility. Giant has a torc that can absorb or cast a 1st lv spell. Found a few weird books like one on weather control for the miasma clouds of the wastes. Another book was full of cursed pornography the party resisted and closed. Debated how to weaponize it in battle. Went very satisfactory and while off to a slow start they were victorious.

The last few players around explored a trail to the west to Quicksliver Heights an alchemist guild outpost. They had great magic ingredients and gunpowder but terrible food and booze prices. Invited to join guild and invited to send traders here with food

Friday 25 October 2024

The SF RPG I never Expected Space 1999
























I am making some 3folds from some of my classic tables - any you'd like to see?

Space 1999 RPG
ideally they will be the kinds of things that were in scope of era of tv and the 70s idea of future. Plenty of other Anderson style plots to steal even fireball xl5 can be adulted up. Its the designer boredom of 2001 + more people and all kinds of story prospects

alien contact stories - are they secretly jerks?
which is the good alien of two aliens
weird alien life cycle
weird alien customs cause a problem
would be fine

the boring impersonal space phenomena stories would need subplots or something else going on - nobody wants to be the unknown new pilot in the probe eagle

the "all-powerful aliens threaten you" stuff stories would probably need ways to give players agency these stories are all about losing autonomy (like alien abduction). It would be better to be rescued than kidnapped.

For a RPG players would need agency and ability to fix stuff and lots of space 1999 heroes see stuff and dont affect outcomes much. Lots of being kidnapped and making aliens love you or blow up from logic stuff i dont think RPGs do well. Though Dr Who Green Death story has lots of plots simultaneously and in and out of captivity that would work better as a pacing model. Multiple problems and effort as a resource might work.

i would be fine if it was all dragons domain every episode with alien deckplans to explore

Im biased to SF horror which I write a lot If you see one episode of this see Dragons Domain I got the tech manual and thought what a good RPG prop it would be so the design was all ready to go. Modiphius releasing which I was thing meant space 1999 white modular corridors for alpha and orange hexagonal ones for aliens. Maybe a space combat game with dragged out crash sequences so we get eagle toys. Minis would be nice too. Design was one of shows strengths and a fact a huge market in fan toys still thrives must help. Seeing RPG press question why would anybody want this was hilarious because Fanderson stuff overlaps with gaming plenty. Mark Hunt did a retroclone inspired by this setting i saw on G+ years ago I will look for too.

Wednesday 23 October 2024

Chagrinspire Forts of the Line pt2: Loot & Decor



Vol3 of chagrinspire updated on Patreon and EMO quickstart book

Some filler for underground forts of the allies vs the Black Sphere
have new computers and lots of my old software is extinct now so some planning

The Alliance used various symbols concluding with an A on a round shield by the end but early in the war, they united under the Dragon banner of the late second empire. That version of the empire ended in part from Chagrinspire affecting all the weather of the world.
Sources of the visual style of Chagrinspire for your mood board
ww1 popular mechanics and other tech mags
Amazing stories and other pulp
ww1 propaganda and images 
Deco art sculpture relief art and other interior objects
Brutalist concrete architecture and monuments
Metropolis, Things To Come, RUR

d10 Quick Allied Fort Decor Types
1 Posters - propeganda
2 Sculpture - artwork
3 Counter - service desk
4 Machines - big machines
5 Cabinets - wood or metal with doors or draws
6 Banners - wall hangings
7 Ceramics - porcelain trinkets
8 Cigarettes Cards - collect them all! get players hooked on collecting cards
9 Post Cards - collect them all!
10 Chests - with various goods

d100 Allied Fort Decor
01 Poster advocating species and kingdoms unite against Nullism
02 Poster of general pointing "We need you to stop the Black Sphere or there will be no tomorrow"
03 Poster of ugly Black Sphere gnome sappers dragging a nurse into a hole with lewd lusty expressions "Dont Let This Happen Again"
04 Poster of airships burning a city of the Ancients with rays, "Remember Lost Kallamar"
05 Poster of body strewn ruin of dead soldiers and a sinister shadow over the dead "Stop the Death Guard"soldier 
06 Poster of whispering people in shadows with big eyes, "Dont spread Nullist Thoughts and Ideas! Report them to the Allied Authorities
07 Poster of children of various ancient peoples and demihumans "All future generations depend on you to save them! Dont Fail Them!
08 Sultry ambiguous gendered face over soldiers skulls with helmets "Dont Let VD take you out of the Action! Stay Firm!" 
09 Poster with faces of orcs, goblins, various beast folk and mutants "Our Allies may look strange but they are as committed to you in stopping the enemy - Non Dare Fail or all will perish!"
10 Poster with eyes peeking from cracks in walls looking at a dead woman laying on the floor, "Spies are everywhere! - check inside your walls weekly for gnome sappers!
11 Statue of a plucky soldier with a sword and a gun defiant to some foe
12 Abstract brutalist winged archon shielding a globe of the world
13 Giant spent shell casings a monument to past fallen
14 Abstract statute of a woman holding a baby titled in ancient plaque "For The Motherland"
15 Abstract statue of one of the ancient gods, difficult to recognise by modern tastes
16 Monolith with a huge golem face that you can ask if anyone you know is dead and it will answer yes or no if their real name
17 Musclebound statue holding a globe as it was then
18 Statue of sad orphans in the realistic story looking with fear towards chagrinspire
 
19 Statue of a lion or another beast in abstract geometric style
20 Statue in the minimal blocky style of an ancient allied monarch salins my mechanoid assassins according to plaque 
21 Telegram counters with automaton to operate
22 Telephone booth (occasionally they ring! Ghost calls or someone on the system?) Some have an automaton operator in the booth
23 Securuty checkpoint desk. Golem built-in demands papers
24 Secret police confession booth with secret police automaton in a confined space
25 Suicide booth - only works if issued with a special key by a medic and a superior
26 Passport machine checks and stamps passports, shoots at anyone fakes 
27 Video phone booth for VIPs only as so few people use hem, Snooty golem face on door looks disaproving and demands 10pp per minute for a call that projects your image to a person you know well and you see them on a small round B&W screen
28 Snackbar or icecream counter with automaton
29 Tobbacco stand counter with automaton with a wide range of brands with collectable cards
30 Booth selling bakelite gramaphone records, wax recording cylinders and a machine, wire recorders and crystal radio kits. Has a telephone for the repair crews that can tap lines and a huge bolt cutter 
31 Cognitive engine booth operated by automaton uses punchcards, the machine takes up quite a bit of space elsewhere and is prone to insects or kobold hackers inside swapping pins around. Its used for data requests and may ask for security clearance 
32 AIr vents with spinning fans and a breeze, some are cool or warm, and some have steam clouds puffing out. It may be on the floor or roof
33 Decontamination Machine for a d6 persons at once, cures effects of auroras, drugs,  poison, gas or disease. Built-in golem face gives instructions. Sprays various alchemical mists and sawm water. In some cases, it insists on destroying clothes.
34 Laundry machines with benches and a separate soap powder dispenser all coin-operated
35 Recycling machine with large hoppers and rotating blades grinds separates and shunts in transport tubes to be used
36 Furnace size of a small house and bin of coal, some 1in6 hold a bound fire elemental
37 Metal cage with glass vessel inside with an electrical elemental trapped inside, begs you to pill a huge lever 
38 Huge printing press shut down with a document being printed and collated and a trolley of finished works
39 Auto surgeon with a golem face, patient ID placed in module ned which is drawn into the machine for surgery healing 2d6+6 HP 1in6 have gone insane from neglect d4 1=change species 2=cut up and reassemble -2 CHA +2 Might from new muscles 3=inflict surgical mutations 4=half or double height
40 Automaton repair machine just place in the pallet pod and slide into the machine for a service and repair 4d6 HP in 20 minutes
41 Cabinet of air vents and service shafts in this level and secret entrances, plus lots of service reports
42 Cabinet houses a swarm of d4 1=rats 2=flies 3=worms 4=beetles 
43 Cabinet with mummified human heads someone stashed
44 Cabinet with the family of d4+1 kobolds live in here "go away!"
45 Cabinet locked, if opened releases a spectral bureaucrat who hid in here
46 Cabinet with functional bar and 2d6 bottles of spirits with glasses and cocktail novelties
47 Cabinet with wine rack with 4d6 bottles of ancient wine preserved by magic cabinet
48 Cabinet with guard automaton inside revived by light ready to fight
49 Cabinet with 4 rifles and 20 rounds each and a service .44 erevolver with 50 rounds
50 Banner of the ancient border state of the first empire
51 Banner depicting various allied soldiers and factions marching
52 Banner with text "Victory at any cost or we lose much more"
53 Banner depicting human and demihuman shaking hands with the script of both declaring brotherhood
54 Banner of ancient field marshal saluting with war machines behind them on hills and sky
55 Banner with detailed life size tank
56 Banner showing workers of various species and factions of alliance in grim factory showing unity against the grey gnome machines of Chagrinspire
57 Banner showing nurses and medics and priests helping wounded soldiers
58 Banner showing artillery destroying Chagrinspire as it was before covered in crap a thousand years ago 
59 Banner with map and regional and city flags of an allied nation and a couple in folk dress
60 Banner of ancient knights jousting and fighting while dragons watch with kings and queens
61 Teapot with ancient flags and a crown dedicated to a coronation
62 Figurine of a naked dancing youth, 1in6 are also magic lamps with coloured glass
63 Elegant statuette of sitting greyhound or fat bulldog
64 Regimental mug
65 Ceramic owl or kitten 1in6 were ancient magic surveillance devices but no living magicians can use them (usually or more recent)
66 Beer stein with naked figures in relief with smutty song lyric in ancient
67 Ceramic monster collectable 1=rampant dragon idol 2=ceramic griffon 3=sexy succubi 4=sleazy satyr with pan pipes
68 Comical drunken friar with bottle or blue glazed rampant mackerel 
69 Statue of a donkey with saddlebag holds d4 1=playing cards 2=two boxes of 2d6 matches 3=bundle of keys 3=toothpicks
70 Ceramic cheese plate with lid in shape of a tank with intact ancient cheese (it preserves cheese with magic)
71 Cigarette cards "Rulers of the allies" 1 of 36 in a series
72 Cigarette cards "Giant monsters attacking cities" 1 of 36 in a series
73 Cigarette cards "War machines of the alliance" 1 of 36 in a series
74 Cigarette cards "Dungeon monsters" 1 of 36 in a series
75 Cigarette cards "Demon lords of the Abyss" 1 of 36 in a series
76 Cigarette cards "War Criminals Most Wanted " 1 of 36 in a series
77 Cigarette cards "Butterflies of the World" 1 of 36 in a series 
78 Cigarette cards "The Torments Hell " 1 of 36 in a series
79 Cigarette cards "Peoples of the Alliance" 1 of 36 in a series
80 Cigarette cards "Funny Goblins" 1 of 36 in a series
81 Postcard with comical saucy beach holiday scene with a wizard and a merfolk
82 Postcard with saucy house servants doing chores 
83 Postcards with women wearing trousers and men's suits and smoking
84 Postcard with hand colouring of a quaint ancient city
85 Postcard with an attractive youth and a love letter
86 Postcard musclebound shaved men with tattoos and moustaches. Flexing and lifting heavy things
87 Postcard of a sports team with a rant on back adoring the team's performance
88 Postcard of mutant freaks in ghettos in alchemy district in what is now the Plateau of Peril
89 Postcard showing world map and arrows showing victorious forces driving the Black Sphere to the star fort around Chagrinspire
90 Postcard of a strict person with a whip and a mask in a corset and stockings
91 Chest with charts and maps of allied trenches making dugouts for miles and phone and telegraph lines 
92 Chest with phone books details for the vast ring of forts around Chagrinspire
93 Chest of silver coins payroll 5d6 x 10sp
94 Chest with whips and chains and an ancient manual "Introduction to advanced interrogation"
95 Chest full of well read books mostly trashy adventure d4 1=serial killer true crime 2=vampire horror 3=
96 Alchemists lab
97 Officers uniform, dress hat, helmet, small sword, bayonet and pistol and a alchemical drawing (photo) of soldier with family
98 Chest with a d4 fancy show dresses
99 Chest with tinned food including beef, beets, stew, cheese and a roast chicken  
100 Chest with a d6 loot items from below

d10  Allied Fort Loot
1 Weapon
2 Defence
3 Guns
4 Potions
5 Scrolls
6 Books
7 Tools
Dress
9 Jewellery
10 Vavious

d100 Allied Fort Loot
01 Impbite a +1 LE d4 dagger with an imp inside offers evil advice on murder, power, wealth and selling your soul to hell or joining the diabolic wizard school
02 Butterblade a +2 d3 knife warms on command can heat food or drink over 10 minutes
03 Goldblade +1 d6 CG bronze small sword that has a sweet voice and advises kindness and freedom fighting deeds. Will sing to your sleep or in battle
04 Grimbrand +1 +2 vs undead 2d4 LG, sword craves killing undead 
05 Invisible Sword +1 CN sword can become invisible perfect for ambushes and surprise attacks. It becomes visible the first blow and takes a d4 rounds to return to invisible. The sword holds the spirit of a troubled compulsive criminal with overconfident
06 Chakra of return +1 d6 damage returns and can be used in melee or thrown. The chakra returns to the user's hand at the end of each round and makes a singing sound as the returns
07 Mace of Doom +1 +d3 vs undead LG weapon sworn to slay undead, was once a priest
08 Axe of the Moon can see in any darkness as moonlight, +1 2d4 battle axe or d6 hand axe form as required 
09 Yeoman's Bow +1 longbow halves non-magic armour LN has the spirit of a strict farmer warrior and offers to train you in skills expanding archery
10 Lance of Terror +1 2d4 with a natural 20 to hit living foes must save or flee if lower level than the wielder (plus any other effects for rolling a 20) 
11 Magnetic Buckler +1 +2 vs metal weapons, could be used on a rope to fish for metal objects in a stream or well 
12 Sheild of the Orcs +2 medium round shield with a hideous face on front, enemies morale within 3 range drops by 2, once a day the shield face will scream causing fear saves or flee a d4 rounds
13 Scavengers Armour a +1 Suit of leather that also keeps wearer dry and repels mud, it seems to be made from scrap and found objects 
14 Resilient Chainmail +1 LG very shiny and sparkly, but non-magic piercing weapons, bites and claws are -1 damage also. Wearer hears armour muttering prayers and chanting praise to the bright gods. It scolds evil behaviour and encourages conflict 
15 Dragonscale armour +4 AC +1 armour but fire in all forms reduced -1 per dice and +2 saves vs fire
16 Frog Lords Armour +7 plate armour but it has no effect on encumbrance or athletics or swimming, it is slightly buoyant making drowning hard
17 Ring of the Glimmering Dawn +1 protection and can produce light as a lamp at will
18 Helm of Courage +1 protection and immune to fear 
19 Cloak of the Wind +1 protection and allows wearer to glide losing 1m height for each across, skill can turn, stay aloft longer or even climb or dive, acrobatics might grant extra turns and manoeuvres. While gliding both arms are in use to hold the cloak, some more bat or bird or bug-like
20 Bulwark Belt +1 protection and Might CG, a huge bronze and bear fur thick belt suited for weapons with pockets. The belt telepathically encourages you to carouse and fight but frowns on murdering innocents
21 Silver Dueling Pistols +1 in a case as a pair of flintlocks, they will never hit the owner who has them on the person a week, highly ornate
22 Bee Blunderbuss +1 once a day releases a bee swarm under your control for a d4+1 rounds, after the bees flee to colonise a new home, it is a +1 flintlock blunderbuss
23 Highwaymans Pistol +1 +2 vs Law CN, heavy flintlock pistol that whispers tips on committing robberies and good places to ambush travellers
24 Marksmans Musket +1 and double range LN offers shooting tips by telepathy 
25 Platnium Revolver +1 LG with six chambers but has an extra seventh shot that appears from somewhere, the gun likes to sing when in glorious battles
26 Bastards Pistol +1 +d4 fire CE a huge flintlock with a serrated bayonet fixed, starts fires if shot at flamables and the gun whispers for you to burn stuff, especially orphanages and churches and hospitals. Has the brand of a demon gunsmith from the abyss
27 Ghost Gun a +1 +2 vs spirits unbreakable glass pistol that lets Weilder see invisible spirits and shoot them. Once fired spirits will know you can hurt them
28 Ghost Bullets are glass-like round with glowing material inside. On impact, a glowing spectral soldier is angry at being released and blames the closest person. The spirit might haunt area if not destroyed. Found in box of d3 .44 revolver rounds
29 Rust Bullets are a ceramic-like round with fresh rust monster blood that will destroy a metal weapon or half AC of metal armour. Found in box of d3 .44 revolver rounds
30 Web Bullets a silver round with a spider symbol, explodes on impact with the effect of a web spell. Found in box of d3 .44 revolver rounds
31 Healing Ampule a one shot d4 healing potion, Will save each use or next day crave more and -2 all rolls with the shakes found on box of d6 vials
32 Mutagen Vial a glowing nasty swirling black goo in a test tube. One dose causes a minor mutation three a major mutation comes in a box of d6
33 Liquid Courage a shot of magical rum makes you resistant to fear for ten minutes
34 Cigarettes of Alertness +1 initiative as long as you smoke one per hour, save vs addiction or will have -1 all rolls craving more. Comes in a pack of 6d6
35 Pill of Action An unpleasantly large nasty pill causes hase for ten minutes, then save or causes a heart attack. First aid will prevent death but only d4 HP after
36 Holy Syringe any healing potion injected with this adds +1 to its healing effect but requires a first aid roll the patient saves vs death. It is intelligent but it will deliberately try to kill evil people for the best otherwise won't communicate but it can detect evil on touch
37 Bandages of Aid a box 3ith 5d6 magical self adhesive small dressings that heal 1HP damage 
38 VIMMO the popular potion of pugilists, in a glass bottle with a crown seal and a strongman on the label. Gives +2d6 HP and +1 Might for one hour of Invulnerability. Often in six packs but if you drink more than one a day save vs addiction -1 all rolls until you drink at least one a day. While addicted start to crave violence  
39 Potion of Fearlessness makes drinkers fearless but also belligerent and crave a fight, once in a fight become berserk with all the benefits and problems. After an hour without violence, the effect ends. Drinkers will willingly fight to the death and slaughter anyone 
40 Potion of Sanity restores any person to a calm and relaxed condition incapable of extreme emotions, shock, fear or distress for a d6 hours. Can temporarily treat some conditions perhaps enough to get rational answers from them. Save for addiction after one use or -1 all rolls each day you don't get any
41 Warrant of Spirits a scroll you attach to a surface with wax demanding all spirits vacate the area in 24 hours. Spirits or planar beings cannot touch, move or harm it and take 4d6 damage if they do. Affects a small building or part of a building in a 30m circle until removed by a living person
42 Warrant of Lycanthropes a scroll you attach to a surface with wax demanding all shapeshifters remain human inside a 30m circle. If a shapeshifter touches or moves the scroll their shape is locked until they get a remove curse. Lasts until removed by a non-shapeshifting person 
43 Warrant of Demons a scroll you attach to a surface with wax demanding all demons inside a 30m circle depart this plane and return to the eternal abyss. The scroll immolates and distant chanting is heard as activated over a d4 rounds
44 Warrant of the Machine a scroll you attach to a surface with wax demanding all machines, automatons, golems and manufactured beings inside a 30m circle to leave in one round or are paralysed. Warrant lasts for one hour and starts to smoulder
45 Warrant of the Dead a scroll you attach to a surface with wax demanding all undead inside a 30m circle depart in one round or burst into flame for a d6 holy damage for each round they remain. The warrant lasts until the next dawn or if removed by a living person. Undead who try to touch or move it even using summoned or charmed thralls are struck by holy lightning for 4d6 per round if they even think about it and they will know why
46 Warrant of the Plague a scroll you attach to a surface with wax on a small building or a room door, all inside save or develop mummy rot, then the scroll burns away
47 Warrant of the Plague a scroll you attach to a surface with wax on a small building or a room door, all inside save or develop mummy rot, then the scroll burns away
48 Warrant of Intestinal Miasmas a scroll you attach to a surface with wax on a small building or a room door, all inside save or become violently flatulent awakening sleepers and making invisible beings easier targets. Even undead are affected 
49 Warrant of opening a scroll you attach to a surface with wax on a door, the scroll burns then a non-magical door will turn to ash while a magical one saves vs disintegration
50 Warrant of the Planes a scroll you attach to a surface with wax on a small building, or a 30m area, stops all passage between planes including phasing, gates or teleporting until removed my a mortal being, other beings attempting ro tamper with it even through minions or threat must save or be banished to their home plane for a d6 months
51 Manual of Mighty Muscles full of pictures of sweaty bodybuilders demonstrating exercises when read and studied gain +1 Might and +d4 HP in a d6 months. Once the book is read it vanishes to other needy scrawny wimps in need
52 Manual of Ornithopter Construction requires a year of work and 50,000gp materials to build a magical mechanical bird that carries 6, AC+10 HD14d8 Mov 36. Follows the owner's commands like a loyal servant and can follow instructions and speak. The book is consumed in the process
53 Manual or Erotic FIxation full of paintings of attractive people the book pulls from your desires, and viewing pages must save and crave the book to be alone with it. Will fight and steal if it needs to then flee. After a d3 months gain a d4 minor and one major subterranean mutation and get another save to escape the book's grip. At this point, the book having absorbed plenty of life force runs away to hell laughing. This book has ruined kingdoms
54 Manual of Biography, the locked book is sealed and has never been opened. When the first person looks inside it writes their life story to date as if seen by an invisible witness. The user makes a CHA save to see if the book likes them and is flattering. Once linked the book keeps up to date and could be used for surveillance or to leave with family. Once the bonded person dies the book updates and loses all magic except it is a durable book that saves as if magic
55 Manual of the Tank Engine, on how to care for and repair Golem train engines and operate equipment and lines around stations. The user could learn Golem lore over time and understand how to reboot a dead golem and possibly alter the engine's magical coding or power source. Once the arts of golemry have been taught the book is taken by plane-shifting subspace gnomes
56 Manual of the Bloody Rite if used in a ritual to horribly murder someone. The victim must save or part of their spirit is now a poltergeist. The book can speak and offers CE advice like demon lore or how to get easy consequence-free powers
57 Manual of the planes can be used to open a planar door in a surface with a square or rectangle drawn on it, once per day. Knowledge of each plane requires the user to crack the code each page hides in about a d4 days. Each book has 2d6+6 planes and when the last page is solved the book turns into a living hellgate. The gate is a devil whose whole body is a passage to hell that devils and hell cultists will investigate. One enters the monster's mouth then gets shat out in hell 
58 Manual of Miasmas gives instructions on various miasmas and their effects and how to use a mortar to fire potions into the clouds to neutralise them. This process is detailed with various formulas vs various types. The book smells unpleasant from past exposure and use in a laboratory but is magic for purposes of saving vs damage 
59 Manual of Null if read the reader is required to make a Will save or become neutral and dedicated to activate the reality erasing black sphere. If they resist they come away with knowledge of their depressing ideology and basic theory of the Sphere and Chagrinspirethat can help deal with its systems. The book has been attacked but fire and gunfire but is magic for purposes of saving vs damage 
60 Manual on repair and construction of a flying castle with martial requirements of 1 million gp and ten years to build and the manual is consumed in the activation ritual
61 Artificial Silver Hand, attaches to a severed limb and becomes functional, other such body parts and organs exist made of various materials but all function as normal body
62 Magical hot rivet gun for attaching beams and plates in construction but can fire a 3d4 hot rivet range 3/6/9, holds 100 rivets (d100 when you find it), new rivets can be made and loaded for 1sp each weighs 10 ENC
63 Lunchbox of Heroes every day you find a fresh sandwich, an apple and a thermos of hot milky sweet tea
64 Trunk of Transport holds 40L of space or 40 ENC and will follow its owner with small feet on command at walking speed. If lost it knows where the owner is. To own it you fill it with your property and take it on a trip like a normal trunk
65 Umbrella of Shielding if erected blocks rain, volcanic ash, miasmas, bad odours, snow or non-magical missiles like arrows, bolts, bullets or stones
66 Hatchet of Deforestation d6 +1 +3 vs wooden or plant creatures
67 Trench Tool of the Dwarves +1 club, pick or shovel depending on configuration, folds up into a 10cm rod and fits on a belt or in a pocket 
68 Lantern of Illumination lights up to a 30m circle or a 30 degree cone 90m and by command will float up to 3m in the air for improved light. You could drag it on a string while levitating
69 Gravediggers Spade d6 +1 +2 vs undead 2H weapon, by command, it will dig a 60cm x 2m x2m deep trench or grave in ten minutes, can do this once per hour when the sun is down
70 Bugle of Rivalry will play loudly for a minute once per hour on command, can also set up to two times a day for it to play as a wakeup alarm or signal with a built-in clock
71 Ballgown of Fabulousness wearer has +1 CHA +1 protection and the dress repels water or dirt and always looks clean and pressed, it does not inhibit movement or get tangled up despite its volume 
72 Bowler of Wealth while wearing the user has superior accounting, numeracy and memorisation ability which all fades when the hat is removed
73 Boots of Kicking one size fits all unarmed kicking damage is d4 and get a bonus unarmed attack each round, highly resistant to walking over dangerous materials
74 Bandoliers of Excellence has 10 pockets where subjects up to one ENC can be stored with no ENC cost
75 Coat of Survival can inflate to be a life raft in water for four people and the the wearer could hang on to or fold into a 5 person tent 
76 Scarf or the Lash can be used as a 3m whip or garrotte to attack, entangle or climbing aid
77 Coat of Counter Calamity has six buttons and one regrows per day if used, each button can be removed and becomes one of the following at-will 1=incendiary with a lit fuse 2=d4 healing potion 3=dagger 4=canteen of water 5=burning torch 6=6m rope 7=1gp 8=cheese sandwich in wax paper (until the user knows how to use it roll randomly)
78 Cloak of the raven, +1 protection and turn into a raven and back for up to one hour a day
79 Gloves of the Thief +2 saving throw on any traps or poison-targeting hands  
80 Goblins Glasses can see invisible writing and can cast detect magic once per hour
81 Ring of Detect Invisibility can see beings made invisible by spells or abilities or items within range 6. Does not see normally invisible spirits 
82 Ring of the Stone can resist petrification attacks
83 Torc of Absorbtion can absorb and hold a first Lvspell cast on the wielder or include them in its area like a sleep spell. The wielder can then release the spell at will as if they cast it. Obviously, you could get a friend to cast a spell on you or you cold cast a spell on yourself. The wielder can choose if the spell is absorbed. Some rarer versions hold more spells
84 Torc of Stench can twice a day release a stinking cloud spell centred on yourself and the wielder is immune to all stench related attack
85 Broach of the Kingfisher doubles your swim and flight speed if you have them 
86 Broach of the Daemon wielder can grow horns at will for a d6 unarmed attack that can hit as a magic weapon. Having horns impresses many creatures and monsters  
87 Necklace of Growth can cast Shrink or Grow once per day as spell
88 Iron Crown was worn by one of the lieutenants of a dark lord long ago. Wearing it you hear the whispers of failed and destroyed past wielders and the benefits of +2 protection. Once a week you can consult the spirits of darkness imprisoned in the crown for five questions. If you die your spirit is trapped with the others inside 
89 Ring of Repair casts a mend spell once per round (d3 HP restored to automatons and golems) d100 charges of 100 remaining
90 Watch of Haste a sliver wristwatch with arcane symbols. Can cast haste on yourself once a day for ten minutes but each use ages the user one year. Also tells the local time 
91 Folding bicycle that packs into a carpetbag
92 Fiery Sappers Wand shoots a 2d8 fire ray requiring a to-hit roll, with 5 charges, if a 6th is attempted it explodes as a 3d6 fireball targetted on the wand 
93 Shadow Mask a black face mask allows the wearer to teleport from shadow to shadow as long as the other is in sight up to three times a day
94 Scavengers Belt has ten small pockets each can be opened once and is labelled in thieves tongue in the common script. Each when opened unfolds one of these items and then is spent 1) lifeboat 2) 4m ladder 3) pot of warm stew 4) d4 giant rats 4) 30m of rope 5) barrel of water 6) rain cloak 7) tent for one and sleeping roll 8)live pack goat 9) bottle of rum 10) live troll 11) custard pie 12) 2d4 HP healing potion
95 Hobby Horse Staff a staff with a comical horse head can turn into a live horse or back on command that never tires and will run as long as required. Has maximum horse HP and if killed reverts to staff form but broken. A d6 staff +1 +2 vs meat eaters
96 Arcane Canister Gun a break-open flare pistol with a d6 shells. Each shell has a different 1st Lv arcane spell effect usually all 3rd level as cast by a 1st lv caster. Regular flare pistol rounds if found can be fired inflicting a 2d4 fire damage target saves or burns 1 damage for a d4 rounds. Magical ammo is rarely found without a pistol, a normal gun cannot fire the magic rounds
97 Fish Folk Mask if worn lets you breathe underwater and Mov at normal speed in water. The mask needs remove curse to take off and was put on human slaves the fishfolk captured so they could toil in the deep cleaning up shit in fish houses. It also makes humans look less like creepy worms to fish folk
98 Ring of the Seducer can summon a succubi or incubi and resist charm and energy-draining attacks. The demon will perform three tasks in return for being released from the ring but turns hostile if ordered back into the ring. The protective abilities only work with the one entity bound in it and when the demon is released the ring loses all powers. Demon cultists will fight over this relic
99 Blood Scptre is a mace +1 +3 vd living beings that slurps blood from its blows. It is LE and advises the wielder to gain power and wealth by legal and forceful means. When in a crisis the weapon recommends all sell their souls to hell for salvation 
100 Kaiju Controller comes in a chest with a football-sized brain implant to put in the Kaiju with surgery and a 12 ENC control box with a microphone for orders and lights that indicate the creature's condition and distance and switches to trigger its violent rages of destruction. Comes with a manual for use in ancient and anatomical plans for a specific kaiju and plans for the surgical team to enter the kaiju's body and battle giant parasites to install the implant. It's more like a biological pocket universe than a waking world reality. This will take a few steps to realise and find the monster and learning might be an exciting project. Stomping around with this can awake other kaiju or perhaps a mobile citadel or land leviathan of the ancients. Maybe airships will attack with bombs and deathrays