Thursday, 14 March 2024

d100 Found Junk of the Mudlands of Charginspire





































The crap you find in the mud and trenches and ruins of the wastes around Charginspire is the main reason people come here. 

Consider anything found you could roll for its condition or just make a saving throw for item and declare working or damaged and possibly functional. Spells could break or repair them. 

Ancient technology is powered by alchemy not science so detect magic does detect black powder and the rust free steel used in ancient technology. Sadly all the mud in the wastelands is full of alchemical dust from centuries of warfare so also detects as magic and blocks detect magic. The mud is also toxic and long exposure causes mutations or sickness.

d12 Condition
Frontier trading post d8
Country store d6+3
Pawnbroker or crime guild d12
Craftman or merchant d8+4

1 Broken into parts and requires glue or screws or mails or parts to make operable
2 Broken and a major part required repair or replacement that could be improvised
3 Fair condition but requires service to operate or use without destroying it
4 Damaged with crude repairs with improvised parts and some cord
5 Poor condition, well worn with oxidised metal and needs a clean
6 Has been used and poorly maintained
7 Has had some quality repairs and well used
8 Worn but well cared for and repaired
9 Well-maintained condition
10 Good working condition like in armoury or shop model
11 Brand new, only unboxed and tested 
12 Unused, fresh from factory in a box with a manual

d12 Technology
1 Age of Stone use all natural materials mostly like leather, flint, obsidian, bones, shells, sinew, plant fibres but often made use of metal or glass or more modern materials if they find them. 
Build monumental ritual spaces, fish traps, erect monoliths or work on vast earthworks as part of seasonal rituals. Lack of distinct elites in a separate housing, assemblies of elders may point special leaders for special tasks like war or appeasing spirits or craft or hunting 
2 Age of Copper with crops, livestock, and large towns. Copper daggers, hatchets, spearheads, maces, and small swords of metal are impressive status symbols. Mighty bosses direct organised uniform troops and  May have the start of elaborate picture symbols. Writing is a secret for priests and wizards. 
3 Age of Bronze the start of urbanisation, commonplace writing, walled city-states, chariots, kingship, mighty monuments like ziggurats and pyramids. Improved armour, weapons and walls make cities stronger and they began to control more irrigated land towns grew into cities
4 Age of Iron still uses bronze mostly but the start of empires and the unification of arts like language, measurements, sculpture, astrology, alchemy, mythology and money. The emergence of gods into distinct pantheons made up of member cities united. The glory of the empires may rise and fall. Their names may last the ages or are forgotten
5 Age of Steel where remaining empires struggle to retain civilisation while barbarians and monsters ran amok wrecking everything. Big empires struggle with infrastructure, living standards and defence. Local lords start assume fuedal system in some areas. Arms and armour grow heavier and more diverse from so many mobile peoples and for flexibility
6 Age of Faith where great religions united vast religions and persecuted older religions and gods and spell users zealously. Great cathedrals, defensive castles and towns were ruled by fuedal noble families who depended on alliances to cooperate in peace. Well-armed orders waged war abroad as frontiers and some lost arts and new ones were recovered. Steel is commonplace but iron and bronze are still common. Commonerers are less involved in warfare and more on the land. Missionary traders and soldiers begin to explore the world
7 Age of Alchemy where increasingly mechanical and black powder weapons appeared. Steal became standard with plate armour, polearms and muskets side by side. War is prohibitively expensive and mostly won by mercenaries or on allies who come in time. Medicine, arts, and construction all improve and great universities are built. Butants become increasingly common
7 Age or the Gun where armies of musket men and other specialists march into battle with cannons blasting them. The great powers used conscription to raise armies with nationalism and religion and fight over colonial assets and trade advantages over people with less guns. Clockwork mechanical marvels like clocks appear in every town and for the rich.
8 Age of the Machine where alchemists improve firearms and use dangerous alchemical polluting fuels to power huge ironclad vehicles and war machines. Rail networks, factories, ,  and automation on farms made cities swell. Explosive shells and bullets with brass shells became standard and left a taint over the land and those who wielded them. Aristocrats dwindle as new democracies and despots replace them
9 The End Times with machine wonders like personal horseless carriages, airships, photography, telegraph, electric lamps and gatling guns. Power lines, huge power plants and pylon networks allowed the toxic power plants to be further away from the rich. These were the peoples who lived when the Alchemists began working on the Null Sphere within Carginspire to neutralise the multiverse. This started the apocalypse war
10 The Apocalypse Age where wars were waged for centuries killing the best heroes and wasting materials and labour that could have made a utopia. But the alchemists did not want utopia they wanted nothing to have ever existed. As the war raged they developed lighter-than-air power flying machines, motorcycles, submarines, armoured cars, radio, tanks, battleships and many terrible wonders while non-essential knowledge was sacrificed in bloody trenches for centuries. Advances in medicine helped repair soldiers and erase their tortured memories
11 The Forgotten Times where it seemed all reality would implode into non-existence and the world was poisoned wherever war was waged. Alchemists made monsters, mutants, abhumans and automatons and the living dead to help exterminate their enemies. Magicians in their bunkers kept pushing the limits as magical resources used in the last age were depleted leaving the rusted hulks of great machines everywhere. The great tracked land leviathans destroyed the last cities resisting with elemental power unseen before. Some of these were cognitive thinking machines. Various mind-altering gasses and experimental rays are used to confuse troops or to turn them on their own kind
12 The Twilight of the Multiverse which events are unclear but after 90% of intelligent beings were dead. The final great war machines that walked and used legendary rays that caused sickness, and madness turned targets to ash. Many items are made of intelligent crystals or living alien flesh or shapeshifting morphic metal Strange flying luminous machines are seen and people say this is the alchemists still checking up on us and the Null Sphere. Some say they all raced to the end of time so they don't have to wait and we just see some of their machines sometimes

The cults today who wish to steal the secrets of the alchemists and the Null Sphere credit them with all non-human intelligent life, the gods, magic, monsters and all kinds of things. The alchemists said all other fields of knowledge were meaningless and pointless distractions

d10 Junk Types
1 Campsite
2 Personal
3 Clothes
4 Rations
5 Tools
6 Armour
7 Weapons
8 Automatons
9 Vehicles
10 Documents

d100 Found Junk of the Mudlands of Charginspire
01 Used bandages and medicine packaging
02 Pair of old boots and possibly boot polish 
with brushes in a box
03 Pots and pans
04 Can opener
05 Tin bucket with lid for nightsoil
06 Bag of charcoal and field stove
07 Sandbags and trench tool
08 Empty bottles and tins
09 Bedrolls
10 Tarpaulins or tent
11 Tin water flask with leather carry strap
12 Steel pocket flask of d4 1=schnaps 2=2d4 healing potion 3=holy water 4=cure disease potion
13 Damaged pocket or wristwatch

14 
Tattered folding umbrella repaired with rags and needs some oil
15 Horse saddle and some horse bones
16 Shaving kit in a bag with folding barbers blade, soap, brush and hair oil
17 Pair of spectacles, improves vision for reading possibly damaged
18 Musical instruments d6 1=guitar 2=flute 3=accordion 4=bagpipes 5=trumpet  6=drums
19 Chess set in a box with a few replacements and bottlecaps to play checkers with
20 Religious book of ancient dead faith
21 Millitary cap or hat
22 Fancy officer hat
23 Workers hat usually mining or builders cap but possibly a chef or other hat
24 Military uniform in good condition of ancients 
25 Nice pair of boots
26 Hooded rain cloak
27 Chamaflaged cloak
28 Heavy winter oil skin coat
29 Iron mask with lock on a skull
30 Trench coat
31 Tin of crackers
32 Sack of root vegetables including potatoes, turnips, beetroot, carrots and parsnips
33 Tinned soup 2d6 single serves or one huge tin
34 Ration pack with tinned meat, tinned cheese, chocolate bar and pack of ciggarettes
35 Tinned fruitcake 
36 Bottles of wine or beer or wood alcohol
37 Tinned roast chicken 
38 Mysterious meat jerky or pies
39 Sack of onions or garlic bulb
40 Salted pork and dried beans 
41 
Horse saddle and some horse bones
42 Folding trench tool
43 Fire axe or sledgehammer
44 Box of fine steel carpentry tools
45 Mould for bricks
46 Miners pick
47 Chain with d4 sets of manacles
48 Bundles of rope 
49 Ladder
50 Hand pump to move water out of trenches
51 
Dented steel helmet of the ancients with a skull inside
52 
Damaged gas masks on rotten bodies or one in a case 
53 Knights helmet
54 Curiass chest plate with some bullet holes
55 Sheild, various types
56 Iron cap with horns
57 Steel gauntlets
58 Chainmail shirt
59 Heavy leather apron
60 Heavy goggles or ear muffs
61 Flint tipped spears or stone hand axe or knife
62 Bayonette, older types just a spike 
63 Commando blade or officers sabre
64 Crossbow or bow or d4 javelins
65 Musket or flintlock pistol or blunderbuss
66 Revolver pistol or 
67 Bolt action carbine with ammo belt of 4 shot stripper clips of bullets
68 Pole axe or halberd or spear
69 Cast iron spherical hand grenades with fuse or sweaty unstable dynamite
70 Crude incendiary bombs from bottle with rag for fuse and flammable liquid
71 Remains of humanoid soldier automaton (sometimes might have some life)
72 Large rusted industrial robot
73 Metal sphere designed to roll over battlefield but dangerous to operate
74 Walking land mines like mechanical crabs can bury self and recognise friendly uniforms
75 Mechanical dog or horse damaged but repairable
76 Mechanical spider with battling gun or clockwork spider with crossbows
77 Mechanical spinning top with decapitating blades lacks launch device
78 Limbless entertainment or sevant automaton in mud happy to chat if wound up 
79 Mechanical limb on a skeleton
80 Automatons head requires body to operate 
81 Rusty car with unable fuel cell explodes if damaged
82 Several rusted car wrecks in heap of rubble
83 Half buried wrecked train
84 Crater with burned remains of ornithopter flying machine 
85 Wrecked fishing boats dumped here by floods long ago
86 Shattered huge aircraft wreck
87 Burned out rusty tanks
88 Tractor in repairable condition
89 Steam halftrack cycle half buried with broken track 
90 Battered truck with lots of scrap repairs, signs of home inside and trade goods
91 Battered wizard spell book or alchemical recipe book with damaged pages
92 Illuminated prayed book of dead religion to inspire troops who fought the apocalypse war
93 Trench maps in leather wallet showing buried bunkers and other possible loot
94 Manual on operating a vehichle or other machine
95 Book of a cult talking about their demon patron or some evil god
96 Book by former alchemist serving the null sphere cult warning of the threat to all existence of the black sphere under Charginspire
97 Manuscript of sad and depressing war poems with sketches of terrible machines and corpse filled scenes of horror 
98 Field guide for prospectors in the great wastes, warning of various hazards in collecting scrap of the ancients and tips on finding valuables and avoiding curses and the best markets for selling. The writer vanished while researching a sequel on exploring the mountain of Charginspire 
99 Esoteric occult diagrams in ancient battered tome, wanted by a cult for centuries, will fight to the death for it. Possibly connected to the secrets of Chargingspire
100 Ritual manual made of human skin vellum and a ritual to bring Xor into this world as a weapon of desperation against the alchemists and the Null Sphere. Will call Xor the universe of living flesh to absorb this world and all life in it to save the multiverse  

soon
d100 rumours
d100 magic items
d100 special encounters
encounters by terrain type
some dungeons

5 comments:

  1. Man this Charginspire stuff all looks awesome, great tone that draws on a lot of stuff that I love but still feela unique. I wonder if you have seen Luke Gearing's adjacent to WW1 Weird War setting for Troika, it's free on itch.io and his blog, you might find it interesting in this headspace. Keep up the good work Mr Tamm, longtime fan here.

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    Replies
    1. No i have heard of it - i did one for Call of Cthulhu with minis and tanks and planes plus a supernatural dreamlands in no mans land and really why war was in paralysis - i think i compiled it - petty hauntings tables for sappers tunnels into no mans lands would suit this setting. Gus L's Dungeon of Signs blog and adventures mostly would work here and Anomalous Subsurface Environment books.

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  2. I feel like Google just ate my comment - repost, I love this stuff, I file it alongside Luke Gearing's Weird War stuff for Troika, and just wanted to say I love the blog, absolute banger.

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  3. I might do my Aus Special Forces vs the Dungeon Dimension which started my writing huge tables and dungeon types and tropes.

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  4. I can definitely see the Dungeon of Signs/Apollyon stuff fitting in. Lots of rust, decay and mud.

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