Thursday 20 June 2024

Marvel 1955 Mysterious Alien Encounters

Recently players in my campaign have become leading alien fighters and privy to super secret global talks about plans for three orbital nuclear battleships and a moonbase by 1966. Several players have astronaut training and are on the shortlist Ace of Aces is the operator of a 4.7 billion dollar alien interceptor fighter. Gov did try to re-fit alien UFO players recovered to save cash but players said alien tech was a security risk.

Players even used their captured saucer to infiltrate the Galactic Treaty base under the ocean and bought and sold scrap on the black market for arms and information. One player bought an alien survivor as a contact and another got a shift black market alien. The Hero Digger has been appearing as the Current Captain Australia. Players had air support from Ave of ACes with his Canberra bomber (fitted with cannons) and a BAC electric Lightning test model fighter.

This is a bunch of stuff to make my life easier in my current game.

Many aliens in my game will get one use as they learn to piss off or are wiped out.

The International Space Agency - ISA helps coordinate global alien tracking efforts and the space race and operates agents and superhumans. Will evolve into SHADO in 1060s

Classified Projects

1955 Current Game Year
- A suborbital 4.7 billion dollar nuclear interceptor is being built to fight aliens
1956 Russia & America plan capsules in orbit, 
1957 Launch first part of three space stations planned
1959 Operational station and moon landing
1966 USA & USSR Moon bases (France, Great Britain & China land on Moon)
1970 Man lands on Mars
1974 Project Orion Saturn Mission 
1979 First of three Project Orion space battleships launched
1980 SHADO earth defence forces operational
Adventurers have been to space including the Moon, Mars, Venus
Information on these is poor but archeology part of moon and mars missions

Old alien encounter series for Psychon D&D seems good in marvel also

Recent Marvel UFO stuff

these are for when you discover aliens on Earth in hiding among humans or in a secret base

d12 What are those benevolent aliens doing here?
1 Trying to help humans advance civilisation to the next level
2 Hunting evil shapeshifter aliens among humans with death rays and scanner
3 Preparing humans to defend themselves from a threat
4 Stranded and lives with a family in disguise or attic or basement
5 Interested in seeing an untouched civilisation so close to nature and so spiritual
6 Scholar studying humans before extinction and one wants to stay even though humans will be extinct by 1979 say computers 
7 Alien is in disguise and sometimes acts as a superhero
8 Alien secretly helping heroes or some benevolent cause
9 Alien wanders in hiding helping people and moving on when alien hunters
10 Families of aliens lie low awaiting rescue and they are pacifists but have psionic powers
11 Scout here to document what other aliens on Earth and will warn humans of evil species
12 Lone alien looking for ancient relics left on Earth that might [osea threat by being used to contact the great old ones

d12 What are those ambivalent aliens doing here?
1 In hiding from enemies and not really worried about humans 
2 Study local life forms and culture before extinction event comes, don't interfere
3 Cosplay roleplaying shapeshifters living as humans as the doomsday clock ticks. Bonus status if you flee just before the apocalypse. They stick to their roles and are here for roleplaying not shooting
4 Collecting DNA from humans and life from Earth for the Galactic Arc or for trade value in secret 
5 Testing some human animals with cruel experiments for studies 
6 Vivesection expeditions to take brains away or replace them or harvest superbeing organs
7 Kidnapping for sale to zoos, museums and scholars
8 Used for hybridisation program for a secret colony
9 Steal original artworks and samples of human culture to sell when humans extinct soon 
10 Testing human might to see if they are threats or need to be annexed for their own good with alien species as p[patrons and protectors 
11 Experimenting with technology to make humans weapons or soldiers
12 Slowly altering humans and life on earth to hybridize with aliens

d12 What are those nasty aliens doing here?
1 Terraforming Earth with alien life to become a new alien colony or homeworld
2 Infecting human beings to turn them into hybrid thralls
3 Planning to help human overpopulation with a plague weapon
4 Scouting for invasion plans like threats to invaders
5 Here to accelerate nuclear war so they can move in to replace humans
6 Building a gate or beacon for invasion
7 Criminal aliens here to trick humans into dealing with syndicates and corrupt human leaders, infiltrate criminals and use them to spread
8 Changing human culture to embrace technology like computers, television, radio, space travel and nuclear weapons
9 Here to butcher, devour or use humans as hosts and prefer free range to clones 
10 Live lives as wandering serial killers having fun and wild parties. Here for a visit or slumming for centuries. Abusive bored sadistic bastards  who infiltrate fandoms and cults 
11 Enslave humans by violence, drugs, debt, whatever it takes for an alien corporation
12 Relocate Earth to another dimension or solar system or into a mining gigastructure

d12 What benevolent alien is that? Galactic Treaty Members
1 Aurans - bulb-headed pacifist mystics here for peace and tranquillity on a backward simple quaint planet to meditate, occasionally warn people or other aliens to seek or persecute them
2 Galadorian space cyborg knights here to exterminate Dire Wraiths and recruit superheroes and humans to help (Marvel ROM comic)
3 Planarians - human-like scholar species from advanced utopia, many willing to fight evil aliens and guard planets against evil aliens. Awaken every few thousand years to study human progress. Use robot Bigfoots and holograms to protect their hidden bases. Have several hidden islands they have kept off the map for centuries. Long-lived but try to not interfere with humans. Keep ancient treasures in their museums 
4 Vulthoomians - the children of Vulthoom, who worshipped their alien god who destroyed most life on Mars twice. There are freed or awakened Vulthoomians on earth but others are used as food by the Masters or the Swarm. Mostly they thank humans for saving them and are helpful but as ex-slaves have little useful knowledge, tech or powers. Their God on Mars who drained life twice has been awakening and those who know of its name expand its psychic reach (Clark Ashton Smith). They have no technology of their own usually as they are mostly food or soul vessels 
5 Suulian - grey alien police, hunting alien criminals hiding out on earth, covering up alien involvement, and wiping minds. Can use shape-shifting or replicant Android agents, energy sphere drones, robot humanoids and keep an alien prison in hyperspace
6 Ameboids - gelatinous with biological tech here to sample the DNA of heroes to help fight their former masters the great old ones. Observe in human form or merge with a human to gather samples from heroes
7 Bactrians - slimy space frogs battle to save humans but nobody believes they are nice guys vs pretty shapeshifters and androids. They are poor communicators and also bitter grumps (Lost In Space). Humans deserve a chance to mature beyond this solar egg and spread to the stars. If only humans didn't scream and shoot at them when they try to contact isolated people
8 Starlons - energy beings in containment suits, usually here by accident or a trick, emit heat and radiation. They have trouble communicating but if safely contained and helped they can cure cancer and drain nuclear waste of radiation. At least one bonded with a human; some have been teleported to Earth in accidents or encounters in space. (DrWho)
9 Xithian peace lovers here to help aliens cooperate and obey the treaty on primitive planets. Operate the alien galactic treaty embassy under the sea. 
Humanoids with bulbous heads with black eyes adapted for naked space travel. Hope to guide humans away from nuclear war and ecocide. Other jerk aliens sabotage these utopian dreams. They have two smaller castes one like a preteen and a smaller toddler size who carry tools on belts
10 Echos - three have arrived in our system, one alive in a UK airforce base since WW2, one rescued from other aliens by heroes. UK has one damaged interstellar ship and one other one was destroyed by Tiamat. Claim to probably be the last of species here to warn humanity to flee from incoming Invasion by Tiamat spawn who may already be on Earth! (there are already superhumans linked to Tiamat and monsters on Earth aim to take over in the late 80s). Appear quite human and not too advanced. The human-looking last survivor claims most of the species committed suicide to avoid being absorbed by Tiamat
Venusians - a colony of pathogenic amazons made by aliens in the bronze age on a ruined city of a mysterious alien race (their are other cities ruined and occupied). They live lives of learning and leisure in their citadel of sapphic super science. Mostly they shun Earth except for some criminals. They are quite Haughty and matriarchal authoritarians who aid several earth heroines they admire 
12 Sirans a species long shed bodies in our universe and some reach into our world through relics. They are reliant on servitors and vehicles to carry them. These ultraterrestrials are influential for their great age and wisdom and some species such as the Masters encourage Siran to manifest in great temples. The Sirans do not rule or obey the Masters just offer advice and knowledge. Some have possessed people and even spoken to humans. Some have visited Earth to study it before WW3 kills all life. One wanted to wipe out humanity and was imprisoned

d12 What ambivilant alien is that? Abide by treaty mostly but non-members  
1 Goblinoids - from tau ceti small big-eared species but they have speciality caste subspecies and some of their colonies became new subspecies. They vary greatly but most are not especially into murder or conquest
2 Piceans - fish aliens with ancient hybrid colonies on earth, serve ultra terrestrial old ones who brought them to earth but now have their own saucers
3 Reptilians - an alliance of various reptilians some who had colonies on earth in dinosaur times. Claim they own Earth and often fight other aliens and humanoids. Some keep dinosaurs, others prefer tech and some enjoy sorcerous pacts with extraterrestrials. Some can disguise themselves or hybridize with humans. One group is on a long-term social engineering project on humans
4 Doomlord - here to kill humanity with human weapons like germ labs but changed mind now fights own kind here to finish the job. Has shapeshifting, psionics and a horrible death touch (Eagle Comics). Other similar Doomlords come to Earth but mostly fight each other
5 Martians - shape-shifting psionic aliens whose various castes have split ruining their civilisation. Some have been tainted by Earth radio. White=war caste, Green=philosopher caste. Red=resource caste Yellow=religious
6 Slaan - the ancient amphibians who were dominant over the galaxy millions of years ago, Now most have fallen to stoneage. Some still wander looking to unite their lost kind or recover technology. Operate psionic weapons and mostly indifferent humans. Like being called space gods and younger alien species find this tiresome as some fell for this once
7 Xanthi - ant-like aliens who send their criminals to earth because they can't kill their own kind but know humans will (outer limits). If humans object they will cut a deal
8 Ebonites - pointy-headed beings running psyche and mind control experiments on humans. They work for other species that are less ethical than themselves or even human governments and corporations (outer limits). A government or villain might enslave a crew for their superior gaming brains
9 Ikarns - large-eyed, bald-headed aliens with pointed ears and flaps for a face. Psionic caste-based hive mind with a large stupid thug caste for taking specimens from the earth (outer limits)
10 Metulans - here to run a company to obtain materials and recruit scientists to help them cure mutations on their war-ravaged planet. Mutants hamper their efforts (This Island Earth)
11 Andarans - bored advanced humanoid species here to pit alien species and humans in battle for fun 
 (outer limits, also a bit like dark Eldar)
12 Watchers - ultra terrestrial humanoids spying on humans for millennia l, like faeries who can walk through walls and cover up strange phenomena. They seem to aid various evil aliens but their purpose actually is unclear really and they are thousands of years old (Vector 13 comic in 2000AD)

d12 What nasty alien is that? Enemies of the Treaty
1 Betalgese - hairy goblinoids from the high G world who enjoy brawling and fighting lesser species, including human children whose faces they scratched. They are smugglers and goons for alien crime cartels
2 Skrulls are a goblinoid shapeshifter civilisation that grew by taking over lesser species with infiltration. They may use robots, and alien monsters and even have some of their own superheroes who are keen to battle Earth heroes and might try replacing them
3 Altarans - humans appearing and discovering they were humans separated in the ice age. This shattered their society and some wished to conquer Earth with a campaign of kidnapping, hybrids, vivisection, plages, mind control and killing other saucer people. Often use alien mercenaries. A colony called Atlantis has been hidden awaiting human technology to evolve to the point they can build,star drives so the Atlanteans can leave. They have been secret patrons of the Nazis and others to "help" humans. Ruthless and elitist and made modified human monsters hybridized with animals, mutated or made aquatic  
4 Derro - subterranean alien saucer people utterly malicious and drive humans to torment each other with mind control. Their whole purpose is to evilly torment humans and empathically enjoy fear. They keep underground labs and torture camps and some specialise in psionic assault on the surface (Shaver Mystery)
Mechanimen - cyborg alien servitors studying if humans are suitable to become cyborgs and join with them. Fight other aliens contaminating Earthlings and use implant-based mind control. Use various machines, sentient vehicles and robot drones. Want humans to develop microchips, robotics and supercomputers so a few decades off assimilation, perhaps early 80s
The Swarm - small psionic tripod insectoids who once lived on Mars and some occasionally revive and try to influence humans or tap human psionic power to call their overmind to this world 
7 Masters - tentacled despots with tripod walkers and flyers with heat rays, once ruled Mars and were feeding off the last hibernating white tiny humanoid worshipers of Vulthoom. The invasion of Earth in 1890 was foiled by mystery men using germ warfare
8 Mi-go - fungoid space dwellers serve ultra terrestrials and harvest human brains, create their own synthetic servitors to deal with humans or can turn human skin into a kind of biological camouflage for infiltration. Keep human cults also 
9 Tiamat - a biological swarm that terraforms worlds to replicate it and can even open wormholes to spread. Has created humanoid biological servitors and monsters to infiltrate and invade living ecologies. (see War vs Chtorr, Wildcards, Brit Invasion TV series, Tyranids) 
10 Kronos - a machine to harvest energy from planets sends robot humanoid scouts inspired by extinct builders long ago. Drops self-replicating robots to mine and reproduce on planets. Some humans can be controlled by remote to at as saboteurs or heralds 
11 Dire Wraiths - species hoping to make Earth their new home and have it the heart of a new homeworld partly in phase with their alien space gods. Males are scouts who use robots, tech, and mimicry. If they fail conquest the female sorcerers come with various servitors and they destroy bodies and turn them to ash when they absorb the souls of victims they duplicate with all the victim's memories. They have many enemies (Marvel Rom Comic series Villains)
12 Many Angled Ones - ultra terrestrial planar beings who delight in devouring the life experiences of mere 4-dimensional beings. Superhumans are often durable enough for a god to possess while most humans explode. High air pressure and cold is a sign of their coming. They control cults and servitor species through dreams (HP Lovecraft/Grant Morrison's Zenith)

d12 Alien Base Locations
1 Underwater
2 Island
3 Mountain top
4 Jungle ruins
5 Hostile Desert 
6 Frozen wastes
7 Under a city
8 Rustic community
9 Deep underground
10 Upper atmosphere or in orbit
11 On the moon or an asteroid base
12 Another dimension or pocket universe

d12 Regular Servitors for aliens
1 Humanoid chrome robot who aids and defends aliens
2 Floating drone AI assistant with holograms and forcefield
3 Alien monster pet seems frightening to humans
Android pseudo-biological machines, often non-human like Bigfoot
Alien mercenaries possibly several species
Biological weapon beast for warfare requires testing
7 Mutant humans promised a cure for their freak condition
8 Thrall species of alien brutes for manual labour and goons
9 Organisms for Terraforming Planet including plants, fungi, diseases
10 Earth animals made intelligent and psionic for spies
11 Small grey alien thralls adapted for life in space, used for labour and kidnapping
12 Psionic hivemind aids the ship and crew

d12 Infiltration Servitors for aliens
1 Cultists willingly serving aliens
2 Psionic thralls contacted in dreams
3 Humans cloned by aliens as agents
4 Implant-controlled human operatives 
5 Android pseudo-biological machines copy human form
6 Replicant synthetic humanoid, melt when exposed
7 Cyborg human super soldiers
8 Zombies, reanimated human corpses
9 Hybrid human-alien colonists
10 Alien specialist can wear a living human skin suit
11 Human possessed by alien spirit, psionic alien or ultraterestrial being
12 Superheroes gifted with alien powers or just aliens in costumes

Servitors are often encountered rather than actual aliens
A villain or government might try to fake aliens
Many saucers built on Earth

Just to be clear this is all fiction

Monday 17 June 2024

Chagrinspire Mega Nega Dungeon pt3 Gatehouse &

The Watercourse
Ruined Aquaduct - once a huge structure carried water to the low lands, the last intact part is where the water exits the mountain. There are stone pillars and rubble piles in a line south and occasionally there are intact sections. In the war, enemies tried to flood out the underground parts of Chagrinspire and fish folk invaded the underground areas.
Chagrin Falls - a 30m drop waterfall behind it lives the White Dragon Khallran who has killed many dragon slayers
Slurry River - famous for magic fish and huge biting mutant fish

Western Palace
Western Gate - a rough entrance Key Clan Kobolds guard, there is an inner gateway with ornate kobold carvings and magnificent bronze gates they operated since the original was removed by invaders
The Court of Null - once a courtyard with parade-dressed Black Sphere troops who guarded the courts used for serious cases of the common cultists. Now the Key clan Kobolds use it as a barracks and gauntlet vs intruders
The Court of Final Justice - once where crowds watched executions with a grandmaster would judge heretics, traitors and enemy prisoners. They were sentenced to destruction, recycling or reconditioning but commoners were beheaded by a hooded brutish executioner and depicted in art here. Kobolds women children and the elderly live here processing food, making bricks and making traditional kobold folk art like booby traps
Hall of Misery - cells for high-ranking prisoners and a rebel juve kobold gang The Slags hang out here to harass anyone using it with their tiny knives
Court of Pain - former torture area with niches for chained victims where 
The Slags keep some prisoners and a minotaur they worship. They feed him the corpses of their enemies and keep enemies away. The area is heavily graffitied. Most gang members end up joining the Key Clan guard
Court of SIn - murals depict the black sphere, heroic soldiers and workers and mighty machines but also show slackers, trouble makers and saboteurs being rounded up. A warren of court offices is mostly abandoned and full of trash and a few undead

Eastern Palace
Master Gate - rough entrance until reach the original building where relief carvings cover every surface. Kobolds barely hold it and don't mind taking it back later. Was used by the Black Sphere Grandmasters to enter the palace and relief art depicts visitors bringing raw materials and workers to the mills of Chagrinspire. Kobolds built a new gate
Eastern Gate - rough entrance until original citadel gates where orcs have fortified. Where  once trades workers and servants of the palace used this and workers going to work inside Chagrinspire
Court of Scribes - where palace scribes kept books and records and issued travel permits for inside Chagrinspire now a barracks for Cyclops orcs who watch the gates and try to keep monsters and enemies out
Court of the Master - former palace of the grandmaster where servants worked now kobold use as a recreation area and marketplace. Other clans from outside and inside meet here to trade and enjoy kobold luxuries like food
Nobles Court - cyclops orcs and kobolds skirmish and swear and taunt each other and occasionally someone gets injured and both sides break off for a few days 
Court of Diplomacy - once for diplomats now cyclops orc like here making metalwork and recycling scrap with great industriousness with the whole family helping
Secret Hall of Torment - a secret prison kept by the master who could visit in secret and was a controlled path to the Ministry of Information. Now overrun by undead

d10 Quick types of fancy
1 Artwork
2 Documents
3 Apparatus
4 Instruments
5 Museum curio
6 Emergency
7 Coin Arcade 
9 Vehicles
10 Golems

d100 Fancy Loot from Chagrinspire Interior
01 Statue or painting of founders of Nullism d4 1=gnome king 2=alchemist guild master 3=ex outer gods cult leader 4=all three holding hands
02 Engigmatic stone or bronze face set into wall 1in6 is capable of giving simple directions
03 Painting of a disaster with terrified people and animals
04 Gallery of paintings about terrible suffering the Nullites claim will end soon
05 War scene painting of soldiers fighting for nullification 
06 Alchemical drawings eerily realistic primitive photographs
07 Portrait of the last master of Chagrinspire giving a heroic speech to a crowd, magical and the masters gaze looks hypnotically into viewer's soul wherever you look at it from
08 Fountain statue for drinking or refreshment has a bound water elemental inside
09 Sacred Idol was brought here from exotic land plundered in the Black Sphere imperialist era 1in4 magical
10 Statue of a soldier or guard 1in6 are living statues
11 Passport for the Black Sphere Order
12 Newspaper about a thrilling victory for Null forces, reality will be over shortly, keep fighting 
13 Stamp album with ancient Black Sphere postal stamps
14 Book on the lives of pioneering Nullist philosophers and how they died pointlessly without realising their dream of universal termination for eternal peace
15 Newspaper war death toll section with various personal notices for the dead and advertisements for memorial souvenirs, war bonds, wedding rings and cigarettes
16 Book for children on amazing war machines of the Black Sphere crushing enemies
17 Souvenir postcard of Chagrinspire before covered in ash and dirt from battlefields in the thousand-year-long apocalypse war
18 Biography of a pilot of a wonder war machine, tails of sadly stomping on heretics and enemies of Null 
19 History of the Black Sphere Creed from obscure gnome heretic banished to the surface world where together with a former cult leader of the outer ones and the alchemy Guildmaster of the 1st empire conceived of a new order and the unmaking of everything
20 Peoples of the World yearbook with airship explorers accounts of plundering people across the globe and how all this robbery helps the world end faster
21 Doomsday clock (broken or not moving)
22 Clock set into the wall with calendar and seasons animated features
23 Ornate clock with d12 animated golems inside perform a bit every hour, usually something cheerful about the progress to the apocalypse
24 Punchcard clock for worker shifts, in some cases in use by monsters
25 Sirens speakers sound alarm if attacks or heretics are detected
26 Magic mirror able to be used to view the room from a master mirror in level security room 1in6 can be used to speak through the mirror if the control mirror user wills it
27 Pneumatic message tubes 3d4 separate numbered tubes and a box of message pods that sometimes 1in20 have interesting items 
28 Pigeonholes full of processed forms and some actual pigeons or rats
29 Small printing press with lead plates for forms 1in6 can send and receive documents from other linked machines often to print daily policy documents or heretic wanted posters
30 Chart of the world showing where Black Sphere invaded for alchemy supplies
31 Remains of scales and weights from desktop to wagon size
32 Telescope 1in4 in working condition
33 Fire extinguisher with pressurised foam to cover 3m circle
34 Wax cylinder recorder and a box of cylinders each 10 minute of letters to be typed up
35 Telephone or telegraph machine
36 Toolbox with basic handyman tool
37 Filing cabinet with lock mostly full of papers
38 Astrolabe shows positions of stars plotting evil omens stars and comets in the sky, desk size to room size
39 Tickertape printer printing financial news for commodity prices
40  Gramaphone record with majestic copper trumpet and a d100 highly flammable records
41 Mummified agonised head of ancient ruler with a crude gold crown, encased in a crystal block
42 Banner on a lance of one of the ancient factions +3 command radius and +1 morale to faction members and mentioned in legends
43 Stuffed and mounted monster head
44 Cabinet of curiosities d4 1=insects 2=tribal figurines from the world 3=miniture soldiers and vehicles of the armed forces and enemies 4=brains in jars of the world species
45 Display rack of shrunken heads from a faraway land
46 Billiard table with balls made from monster ivory
47 Dragonfoot umbrella stand with d6 fancy umbrellas and carved walking sticks 1in4 chance one is magical
48 Rack of 2d4 weapons 1=swords 2=exotic wooden clubs 3=blackpowder guns 4=weird foreign weapons 1in6 chance is magical animated sort 
49 Suit of Armour 1in6 chance is magically animated sort with a weapon
50 Display case or crystal coffin holding person trapped in stasis - it can be deactivated
51 Locker with a megaphone, fire axe, manual, logbook, lantern & fire helmet
52 Wall locker with first aid kit including a d4 healing potion save vs addiction each use
53 Wall locker with a 2d4 revolver with 24 rounds of ammo and a manual and log book
54 Metal buckets of sand on hooks for fires
55 Metal case with asbestos blankets for fires
56 Gas heaters of various sizes (the null sphere sure is cold)
57 Firehose in the case in wall non-functional
58 Eye washing or emergency shower station to remove contamination
59 Box in break open case wall holds a scroll of dispel magic 1in4 times its fake
60 Alarm device usually a lever and loud but sometimes hidden button on a counter and silent but alerts guards or automatons
61 Vending machine for alchemical synthetic food 1cp a can holds d100 x3
62 One armed bandit gambling machine that talks and plays annoying tunes
63 What the butler saw machine with 1 minute film, hand cranked d4 1=the horrors of war 2=bifricated girls in trousers while daddy away 3=machine turns dogs into sausages and reversed 4=train robbery
64 Automatic alchemists portrait booth makes 4 photochemical prints for passports for 1gp
65 Coin-operated robot will smoke a cigarette and sing a sad war song for 1cp
66 Booth where for a sp a cognitive engine will write something classy for you if you give it name, subjects, etc. Results are typed by machine into one page. Actually, it has a scribe poltergiest bound inside that protects the booth and will make noises to get help
67 Love tester machine 1cp and squeeze handles, prints a card and flashes lights after ticking wildly for 30 seconds to answer. Cards have nice romance tips like buying a new shirt, take a bath, what have you got to offer, what effort have you made lately, don't lock love interests in a dungeon and other hot tips and thoughts. Depiction of Tammuz and Ishtar on glass panel
68. Electric sex machine booth, the wonder of age, take off your boots and put feet in salt water bath and grasp the electrodes while strapped in and bite this rubber bar. Save or take a d4 damage and stop breathing for one round, some people like it
69 Hair washing and styling machine and chair, a helmet of cables and pipes connect to the ceiling. Might look like some more impressive-sounding device. Only 1sp and may have manuals of styles you can dial but they got stolen often. Has a dial with 999 styles of the world. Defective models might set hair alight or dye it an odd colour or only do one style. Army and prison versions shave it all off
70 Nightsoil Golem Booth These move slowly and carry a booth with hands and tonks, funnels and syringes for even difficult royal movements. They make light conversation in any language and use the waste as fuel. If they need food they may follow people offering services. Only rarely does a mimic or other monster get inside works and ruin things
71 Shuttered window booth in wall where clerk automaton offers to stamp passports and sell tickets to the Chagrinspire train line 
72 Cart rental booth with a d3 golem carts 1pp an hour to the cart or kobold kill carts 1sp per hour plus 1sp for guards
73 Security post with box for the guard to stand in even with tall fancy hats. Often occupied by something as they hold a choke point or watch a crossing or open area. May have levers or keys for locked doors or an alarm pull chain 
74 Desk with scribe station and piles of documents. 1in4 have a locked draw with something cool like d4 1=abacus 2=small chess set 3=silver stylus 4=gold pocket watch
75 Checkpoint armoured window security booth controlling a doorway with d4 1=portcullis 2=iron bar gate 3=turnstyle gate 4=ancient wooden sign : stop!
76 Niche with desk and janitorial equipment first aid kit, 
77 Cupboard with scribe supplies like ink, paper, quills, manacles first aid kit, 
78 Kitchen nook with tea, army hard biscuits, a hot water heater, mugs and teapots and 
79 Exercise niche with weights, treadmill, rubber mats and walls, electric belt, addictive health tonics 
80 Kiosk counter selling d4 1=cofee & cake 2=ciggarettes & newspapers 3=candy & sandwiches 4=icecreame & soda, 1in6 are functional golem operated and keen for serving customers (sorry no samples) 
81 A shattered golem cart 
82 Battlefield remains of kobold carts 
83 Intact golem cart 1pp per hour or kobold cart 1sp for an hour  
84 Kobold cart taxi rank with neutral kobold driver sp per hour, powered by a poltergeist
85 Train timetable display board with rotating text, occasionally show some trains still running
86 Shattered mole machine burrowed in here during a fierce battle, usually burned out with dead scattered about
87 Articulated golem wagon for armoured security troop parked here and the golem awaiting to collect its security gunner crew for centuries
88 Really cool coloured golem scooted keen to have a thrilling race. Some form dangerous gangs
89 Golem wheelchair with skeleton, wandering sadly seeks purpose and burial for friend
90 Golem chair has legs to move around office, follow instructions and only talk to clarify directions. Fancy thrones are faster and protect the seated person and worship them in a cringy and pathetic manner
91 Regeneration machine, golem-controlled steel sarcophagi used to heal d4 damage every hour as long as it is supplied 100gp gem per ten minutes (it won't give change). Some models 1in12 are better and chatty and can also alter your species or cosmetic features if humanoid with 8 hours of work. They will point out your flaws and offer to make your dreams come true with surgery
92 Golem stasis tube on wheels can drive itself like a bed or coffin with the lid open or closed and can be stacked or stored upright if the lid is closed. Preserves a humanoid d4 1=awaiting resurrection 2=to be raised tortured and executed again 3=political prisoner 4=imprisoned heretic 
93 Golem resurrection machine once per day and requires souls or gems to fuel the process. A metal coffin bench with sparking crystal machines was built into the complex. The machine explains costs and limitations
94 Console with large bronze map, once indicated where forces were in the war. Some of the bigger war bands and bandit gangs show up as scouts or skirmishers on the system. Bigger units show up better
95 Console with a large bronze screen showing train lines in Chagrinspire indicating system failures and repairs needed. A control golem advises on required materials and tasks to repair trains and power the tunnel and platform lights 
96 Screen with blurry B&W images of the war in an 8-hour loop scholars would be amazed by. Most find it depressing. Makes your head and eyes hurt and after a long session fail a save or you now know the Black Sphere War Anthem by heart. Its an earworm
97 Telephone operator booth with golem built-in plugging in and moving plugs on the local switchboard. Offers to call help if required. Maybe the seemingly dead system has a phone ring as explorers approach
98 Clone booth golem - creates clones for bureaucrats, labourers but mostly now soldiers. A golem cart is supposed to bring them clothes guns and orders. Lots of dead naked clones around 
99 War Table Golem is a game table where tiny metal soldiers battle and players can battle each other or the golem from the control panel. The golem can't walk but will defend itself with arms and tiny soldiers which are parts of it. 2-6 player console versions exist and the golem has arms to operate its own console. The tiny golem soldiers are gloomy about their eternal lives of war, Their souls were plucked from actual ancient war veterans in the better models
100 Cabinet with cutaway display model of Chagrinspire showing train lines, 20 upper levels and 6 sub-levels including the Black Sphere and the vent shaft from it to the top of the tower (no caves levels or subterranean river and lakes shown but known to exist)

Monday 10 June 2024

Why Have The Space Humanoids Visited Us Marvel 1955

i added two alien species here

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

The Galactic Treaty forbids and protects meddling with lower civilisations.

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

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

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

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

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

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

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

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

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

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

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

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

*A for Andromeda/species or a portal

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

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

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

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

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

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

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

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

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

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

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

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

I may add species from the Dark Conspiracy RPG also. 

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

Friday 7 June 2024

Chagrinspire Mega Nega Dungeon pt2

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

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

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

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

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

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

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

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