Vol 2 has 200+ room gatehouse done - its going well
Vol 3 has started - I'm working on the automaton class and will have mutant class and mutations for chagrinspire specifically. A quick guide to level one, especially the third segment and mote on the spire.
I have realised Chagrinspire is 16km tall so I'm happy for it to be seen from a distance
. It's a great place to launch a global airship empire from and possibly trips to the moon and raid the crystal citadels of the star people. I guess the kobolds living that height are more streamlined and barrel-chested. Jetliners would avoid it. Please suggest other consequences of this foolishness. How visible would it be from how far away? Can it be a continent-wide reference point? The axis mundi of entopy?
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Under the wasteland, there is a vast network of tunnels. The tables in vol 1 d100 subterranean entrances. The Quick type table is good for the wasteland surface but in the deeps below Chagrinspire, there is a whole grey gnome city, a vast lake, a giant cave of garbage from the apocalypse war and a vast fungus forest of goblinoid civilisation.
The trains under the waste connect to the complex under Chagrinspire and there is a spiralling loop though the entirety of Chagrinspire into the stratosphere.
d12 Deep Tunnels
1 Service Tubes 3m wide round pipe-like tunnels connecting apparatus for water, power, steam, mostly used for transit and vermin filled
The last four have passages overlapping with the Underworld and Hell
The last also has portals to outside time and space to the void of hungry beings
1 Flooded, areas covered in water
2 Bad air d4 1=no air 2=flamable 3=poison 4=choking stench
3 Vermin control automaton inspection team in armoured golem car
4 Vermin control machine, a specialised uncaring golem
5 Electrical arcs block passage on foot, save or take d8
6 Screaming fungus patch
7 Explosive fungus patch
8 Choking mould patch
9 Green slime patch
12 Awaken long sleeping undead
d12 Common Tunnel Vermin
1 Swarm or giant rats
1 Kobolds clan hunters
d12 Common Tunnel Humans
1 Ape folk subterranean abhuman people who seek conquest
3 Cave folk abhumans who strictly use only old ways and stone tools
4 Cultists led by a magician controlling a planar being
5 Scavengers from surface long lost and desperate d4+1 weeks
8 Shy benevolent cave mutant folk very sneaky
9 Wild subterranean cannibal mutants adapted to life in the deep
11 Lycanthropes, often pretend to be human to lure victims. Rat, bat and cat most common
12 Black Sphere clone infantry, automaton and vehichle support
d12 Supernatural Horrors
1 Imp, larvae or lesser planar beings
4 Spectral minions or shadows
6 Wraith or spectre
7 Mummy with zombie or skeleton soldiers
8 Vampire with thralls
11 Deathknight riding monster
12 Lich and Entourage
d12 Beast Folk Species
1 Rat
2 Snake
3 Lizard
4 Fish
5 Goat
6 Frog
7 Lamprey
8 Hyena
9 Beetle
10 Mole
11 Bat
d12 Monsters
1 Owlbear or Hook horror
When a train stops...
Automated golem trains without crew stop according to habit or sub-ether communications from other golems and cognitive engines. Most of the train types are more dangerous
When you wave down a train...
Evil trains will often attack even just while passing
Balanced trains slow ponder if anyone looks worth helping or hindering or just drive away
Nuetral trains will stop and see if you want a ride if nobody looks violent but may help those they see as own kind
Good Trains might investigate and help anyone in trouble
Usually when a Lawful train comes to a stop at a platform:
1 Crew ready weapons at windows and wait
2 A party exit to secure the platform and declare under control
3 Scouts snoop around and beyond for signs of enemies
4 Officers and VIP might come out or an expedition will set off from here
Usually when a Chaotic train arrives:
1 Crew take some shots at the platform
3 Loot the station and look for food
4 Start drinking, urinating, graffiti
5 Volunteers sent on expedition
Usually when a Neutral train arrives
1 Make a bell or horn sound to inform of arrival
2 Some passengers get off to stretch their legs while the crew take care of business
3 Will trade or drop off or take new passengers or repel attackers
4 Leave if dangerous or business done
Train Types
Each starts with an engine
Cargo ends with a guard train with cargo and post and guards
Passengers end with an observation car with a parlour inside
Handcars
Kobold Kalamazoo
d12 Train Engine Types
1 Kobold Express Train - built using salvaged dead golem engine scrap now automated by Kobold poltergeists. The engineer is a shaman
2 Goblinoid Gloop Train - overgrown with fungus and crawling with pets, the golem train seems alive and loves the ecology living on it
3 Orc Pain Train - rusted armoured war train with artillery, operated by former black sphere orcs turned rebels against the masters. Train decorated in chains, blood and live enemy prisoners manacled up
4 Mutant Train - full of mutants who claim Chagrinspire to belong to only them who paid the most, many chaos worshipers and have mutated technology
5 Gnome Train - gloomy gnome engineers with automaton servants and troops
6 Golem Circuit Train - automated golem trains that stop at every station for freight or passages or interact with other unmanned sentient machines only. These vehicles are neutral and anything could be riding them, Some do repairs and maintenance with crane-like arms or automaton workers
7 Black Sphere Circle Line - black sphere millitary with elite riflemen, automatons and secret police
8 Dungeon Line - an intrusion from the dungeon dimension here for entertainment and to trap adventurers into the eternal dungeon dimension. Each car is a dungeon room. Once you get in you end up with the connected cars forming an eternal loop that increases in difficulty and teases you onwards to doooooooom!
9 Night Train - corporeal undead like skeletons, mummies and some other guest monsters
10 Ghost Train - non-corporeal spirits in a spectral engine
11 Demon Train - a demon and its lesser minions and cultists run this
12 Diablo Express - operated by hellish cultists and devils and imps
Each of these gets its own table and eventually
d12 Cargo Cars
1 Container car with a huge metal shipping crate with possibly anything
2 Flat freight cars with large goods, crates, logs, pipes, coils of metal
3 Hopper car, some covered with grain or minerals or coal
4 Box Car - standard car with doors for freight, popular with stowaways
5 Cattle car - transports livestock or prisoners
6 Tank car - carries liquid usually fuel or blood or water
7 Armoured Car - armour-plated with slits for windows and several gun turrets
8 Poison Car - yellow with black skulls with drums of toxic alchemical waste or weapons
9 Freezer Car - with hungry ice toad or frost salamander inside if working
10 Corpse Car - open-top car filled with bodies for biofuel and necromancer thralls. some instead hang bodies in boxcars by hooks or nooses or have stacked coffins (coffin car)
11 Alchemy Car - portable industrial alchemy vats
d12 Passenger Cars
1 Commuter Car - the most common golem trains in the circuit run these for short commutes with minimalistic metal seats and standing room with a golem ticket machine
3 2nd Class - rows of comfortable chairs
4 1st Class - small genteel furnished lounge chairs and side tables with lamps
5 Sleeper Car - small cabins with 1 or 2 or four beds
6 Galley Car - common ones a cafeteria and rich ones a fancy restaurant or a kitchen
7 Parlor Car - for civilised persons to relax and sip tea and light snacks
8 Smoking Car - for gentlemen to abuse to smoke and abuse drugs, especially from hookahs with homunculi fetuses in the bottles
9 Theatre Car - live music hall, bands, opera singers, poets and other performers play here. Some have magic lamp shows or puppets
10 Baggage Car - passengers' bags
12 Menagerie Car - transport exotic monsters and for passengers to see, familiars were kept here too
Will expand the train types with a few d12 each