These are structures to populate your hexes. I recommend generating the terrain around the mountain of Chargrinspire and generating some surface structures for each one. Populate them with hazards, monsters and various peoples. WIll be encounter tables hext and subterranean locations under the wastelands. I will make a simple map for GMs to use to make a hexcrawl sandbox of their own.
Tech even most basic people will adapt and use glass for flint and use metal if they can find it. Typical technology of a fantasy setting is available outside the region but many have brought it into the area and even built in more modern styles like castles. Most outsiders will be amazed by magical technology. alchemists had various dangerous fuels and and radient crystals they used to power machines that produced toxic waste. Some of this fuel is hard to find now making some of the most advanced vehicles and weapons to no longer work/
I plan to make a bunch of dungeons for this too.
I recommend anything by Gus L and Anomylous Subsurface Environment adventures to stick here. This setting being really the mountain and surrounds could be on Planet Psychon or dumped on campaign setting just slightly out of reach of civilization.
d10 Quick Types of Surface Structures
1 Shelters
2 Trenches
3 Transport
4 Industrial
5 Storage
6 Housing
7 Support
8 Defences
9 Natural
10 Magic
d100 Surface Structures of Chagrinspire
01 Hidden shack made of garbage among some rubble and remains of walls
02 Concealed crawlway into a buried building used as a secret hideout or lair or a loner
Tech even most basic people will adapt and use glass for flint and use metal if they can find it. Typical technology of a fantasy setting is available outside the region but many have brought it into the area and even built in more modern styles like castles. Most outsiders will be amazed by magical technology. alchemists had various dangerous fuels and and radient crystals they used to power machines that produced toxic waste. Some of this fuel is hard to find now making some of the most advanced vehicles and weapons to no longer work/
I plan to make a bunch of dungeons for this too.
I recommend anything by Gus L and Anomylous Subsurface Environment adventures to stick here. This setting being really the mountain and surrounds could be on Planet Psychon or dumped on campaign setting just slightly out of reach of civilization.
d10 Quick Types of Surface Structures
1 Shelters
2 Trenches
3 Transport
4 Industrial
5 Storage
6 Housing
7 Support
8 Defences
9 Natural
10 Magic
d100 Surface Structures of Chagrinspire
01 Hidden shack made of garbage among some rubble and remains of walls
02 Concealed crawlway into a buried building used as a secret hideout or lair or a loner
03 Cargo container someone has cut a door into with filthy mattress and other goods inside
04 Weathered tents surrounded by earth mounds and campsite
05 Small shack over the entrance to underground passage or structure
06 Small shack where soldiers lived and left some d4 1=food 2=vermin 3=traps 4=human bones
07 Ruined bridge or elevated road with a shack built from scrap or rubble underneath or on top
08 Metal pylon tower someone has built a shack in the upper structure from garbage
09 Remains of rusty machine piled with garbage converted into a shelter
10 Concrete shelter to resist some awful aerial attack still locked behind a vault door
11 Earthen mounds and ramparts from ancient battle with craters and corpses
12 Trenches flooded with water or mud
13 Barbed wire or thorn bushes protecting a trench network
14 Trenches flooded and full of floating corpses
15 Trenches protected by land mines
16 Trench system with entrance to underground complex or tunnels
17 Trenches with remains of rusty artillery pieces
18 Trenches and moats around earthwork hillfort
19 Trenches around a concrete bunker
20 Trenches with dugout shelters and remains of camping gear
21 Remains of ancient roads sometimes with wrecked vehicles
22 Remains of ancient iron rail system sometimes with a wrecked train
23 Rusted remains of a ship or boat moved by flood or long-gone lakes or rivers
24 Telegraph or telephone wire poles in a line connecting strategic points
25 Battlefield where alchemy-powered tanks battled reading craters and rusty wrecks
26 Gigantic humanoid walking machine, fallen or trapped in muck long ago
27 Huged rusty tracked machine, unclear if for war or construction from the condition
28 Skeletal frame of a crashed airship or other aircraft wreckage
29 Gravehard of wrecked vehicles used as scrap or possibly crude walls
30 Remains of canal possibly with a wrecked barge
31 Concrete walled substation for power or telephone exchange, easily fortified, several stories to with large metal doors
32 Remains of huge factory complexes with huge towering chimneys and covered in filth, inside there are assembly lines, mills, occasional tools and workshops
33 Pumphouse complex near gigantic pipes and remains of waterway now just mud
34 Power plant badly damaged by shells and it terrible wrecked conditions, fenced off areas with metal pylons and transformers
35 Dozens of broken greenhouses from farm complexes, desolate or overgrown with feral plants
36 Vast amounts of rubble from destroyed industrial complex
37 Vast quarry or claypits with remains of equipment
38 Surface mining complex with smelting complex above huge subterranean mine complex
39 Vast construction site of a building or enormous vehichle or walking machine
40 Huge refinery complex of pipes and tanks, likely badly damaged
41 Complex of huge warehouses in various conditions
42 Concrete bunker with vault door for storing defence supplies
43 Large flat area with hundreds of metal cargo containers from ancient
44 Train stations with at least a hundred rail carriages in storage, many with cargo containers
45 Collection of metal cargo containers stacked and turned into a walled settlement
46 Vast garbage dump of household and industrial garbage
47 Concrete bunker storing toxic and mutagenic alchemical materials, some have been broken into or flooded and leaking
48 Concrete pyramid structures guarded by automatons where ancient terrible weapons stored with magical security
49 Armoury complex protected by automated weapons, traps and automatons of the ancients
50 Bank vault used for storing currency and treasures seized in war
51 Barracks for soldiers long abandoned with a square for marching
52 Prison for captives with hundreds of prisoner capacities, multiple wings each with cells and a wall around outside with razor wire. Often has workshops inside and a graveyard
53 Prison camp with wire fences and 4 towers of automated guns and searchlights and an inner area with tents for prisoners. A gatehouse and administration office in front is highly secure
54 Rows of houses badly damaged in a culdesac once for VIPs
55 Rows of multi-story worker townhouses often badly damaged
56 Walled semi-concealed village camouflaged with trash possibly still populated or a campsite
57 Damaged apartment blocks some have collapsed or been burned out exposing metal structures inside walls
58 Damaged urban block fenced off and now outpost for a faction with crops growing inside
59 Stilt houses over mud and bogs are difficult to reach except by boat or guarded walkway and constructed well after the apocalypse
60 Farmhouses with fenced livestock and crops, possibly still operational if sheltered and away from roads
61 Field hospital of tents and portable buildings with a fence surrounding it. May be treasures inside but long abandoned and looted long ago
62 Command centre in a good conditioned fortified ruin used by leaders of a faction long ago with banners and propaganda posters inside
63 Fleet of wrecked supply trucks attacked long ago
64 Communications bunker with concrete shelter surrounded by trenches, barbed wire and landmines. A huge rusted radio tower is on the roof
65 Trollies abandoned full of brass artillery and ammo shells were on way to be recycled and forgotten
66 Camp for processing corpses with thousands of body bags in cargo containers, undead lurk here sensing food or death. Huge morgue here with slabs for bodies and once-refrigerated sheds
67 Millitary training camp with commando course, barracks, shooting ranges and classrooms
68 Fortified laboratory bunker developing new awful weapons, abhuman vats or automaton troops for the war effort
69 Printing press complex making war propaganda and manuals to operate ancient equipment
70 Alchemy complex where potions were made in vast quantities and soldiers and monsters grown in vats. Often inhabited by mutants or monsters
71 Huge wall at least 40 feet or 12m high and half that wide with crenelations on top and a walkway with remains of towers. Often the enemy side also has earth ramparts and trenches making the walls higher
72 Airfield with huge hangers where vehicles were stored and repaired, often badly damaged in war
73 Garage for a motor pool of mobile infantry with rusted hulks of vehicles often badly damaged by warfare. There are barracks for crew here and many non-war vehicles like staff cars and trucks
74 Huge ruined siege cannon on a huge structure to expand its range, once dominated area often damaged or abandoned, now rusted and wrecked
75 Outpost with a watch tower and fence with some barracks and supply stores for a squad or two of soldiers
76 Huge concrete and steel fortresses of the ancients were often badly damaged by artillery
77 Defensive line often on a ridge of hills with pillboxes and turrets on concrete bunkers. The structures are connected by tunnels with underground barracks and shelters
78 Checkpoint through a fence or wall with barbed wire, thorn bushes and landmines and a small shack acting as a checkpoint at the gate
79 Huge wall, dividing area with a huge well-defended gatehouse with towers, portcullis gate and huge metal doors. There are murder holes, crenelations and other defensive features
80 Vast earthworks create a choke point with a fortified bridge where defenders can pour missile fire onto who crosses
81 Giant hive complex inhabited by insectoid abhumans ruled by a queen like wasps, bees or termites or ants
82 Area covered in giant ant mounds and tails of the ants carrying food and piles of dirt
83 Patch of dead trees with large woven treehouses where some species have taken up residence and might still remain
84 Ruined buildings and rubble coated in cobwebs where swarms of spiders and giant specimens live
85 Strange huge trees with odd birdhouses in branches, the houses and trees are part of a living creature and give birth to stirges when the trees smell blood
86 Huge silken spheres in dead trees or ruined buildings, if disturbed the cocoons hatch into giant insects
87 Vast area overgrown with thorn bushes some have a maze through them or some species may enjoy the protection of the thorns
88 Giant frogs have built a dam now full of water and tadpoles which they guard. When the time is right they will dig a channel to a waterway or lake when tadpoles right size. The tadpoles can strip flesh from anyone in their way in water
89 Huge garbage mounds full of giant vermin nests
90 Monsters have shaped trenches through walls of garbage and rubble leading to an open area with piles of treasure. The monsters await in ambush hiding in trash
91 Bunker with automated magical artillery that shoots fireballs long distance
92 Bunker with a monster generator inside, daily a squad of fresh ancient troops in uniform come out ready to kill
93 Gate arch or circle structure where beings were summoned to wage the war
94 Large teleporter pad where soldiers were teleported to a synced pad in another hex
95 Stone dome is flying machines or beings enter the area, a dome opens releasing mechanical birds or winged insects to attack
96 Area is overgrown with living flesh even trees and plants. This is the being Xor. a universe fo hungry flesh making a foothold on this world. Often these locations have been dominated by chaos or disease demons who seek to subvert Xor's hunger for whole realities
97 Elemental node attuned to one type guarded by elemental beings, in ancient times elementalists used these to summon monsters or to escape the war
98 Vast bugling pool of primal chaos guarded by slimes and mutant warbands
99 A vast magical staircase goes up and then fades away, any using it are plane shifted to the upper plane to the gardens of Arcadia near the citadel of Paradise. Troops from here tried to raid the upper worlds
100 Crashed flying rock with a castle complex once belonging to giants. It may be repairable but often occupied by devolved giants or monsters
04 Weathered tents surrounded by earth mounds and campsite
05 Small shack over the entrance to underground passage or structure
06 Small shack where soldiers lived and left some d4 1=food 2=vermin 3=traps 4=human bones
07 Ruined bridge or elevated road with a shack built from scrap or rubble underneath or on top
08 Metal pylon tower someone has built a shack in the upper structure from garbage
09 Remains of rusty machine piled with garbage converted into a shelter
10 Concrete shelter to resist some awful aerial attack still locked behind a vault door
11 Earthen mounds and ramparts from ancient battle with craters and corpses
12 Trenches flooded with water or mud
13 Barbed wire or thorn bushes protecting a trench network
14 Trenches flooded and full of floating corpses
15 Trenches protected by land mines
16 Trench system with entrance to underground complex or tunnels
17 Trenches with remains of rusty artillery pieces
18 Trenches and moats around earthwork hillfort
19 Trenches around a concrete bunker
20 Trenches with dugout shelters and remains of camping gear
21 Remains of ancient roads sometimes with wrecked vehicles
22 Remains of ancient iron rail system sometimes with a wrecked train
23 Rusted remains of a ship or boat moved by flood or long-gone lakes or rivers
24 Telegraph or telephone wire poles in a line connecting strategic points
25 Battlefield where alchemy-powered tanks battled reading craters and rusty wrecks
26 Gigantic humanoid walking machine, fallen or trapped in muck long ago
27 Huged rusty tracked machine, unclear if for war or construction from the condition
28 Skeletal frame of a crashed airship or other aircraft wreckage
29 Gravehard of wrecked vehicles used as scrap or possibly crude walls
30 Remains of canal possibly with a wrecked barge
31 Concrete walled substation for power or telephone exchange, easily fortified, several stories to with large metal doors
32 Remains of huge factory complexes with huge towering chimneys and covered in filth, inside there are assembly lines, mills, occasional tools and workshops
33 Pumphouse complex near gigantic pipes and remains of waterway now just mud
34 Power plant badly damaged by shells and it terrible wrecked conditions, fenced off areas with metal pylons and transformers
35 Dozens of broken greenhouses from farm complexes, desolate or overgrown with feral plants
36 Vast amounts of rubble from destroyed industrial complex
37 Vast quarry or claypits with remains of equipment
38 Surface mining complex with smelting complex above huge subterranean mine complex
39 Vast construction site of a building or enormous vehichle or walking machine
40 Huge refinery complex of pipes and tanks, likely badly damaged
41 Complex of huge warehouses in various conditions
42 Concrete bunker with vault door for storing defence supplies
43 Large flat area with hundreds of metal cargo containers from ancient
44 Train stations with at least a hundred rail carriages in storage, many with cargo containers
45 Collection of metal cargo containers stacked and turned into a walled settlement
46 Vast garbage dump of household and industrial garbage
47 Concrete bunker storing toxic and mutagenic alchemical materials, some have been broken into or flooded and leaking
48 Concrete pyramid structures guarded by automatons where ancient terrible weapons stored with magical security
49 Armoury complex protected by automated weapons, traps and automatons of the ancients
50 Bank vault used for storing currency and treasures seized in war
51 Barracks for soldiers long abandoned with a square for marching
52 Prison for captives with hundreds of prisoner capacities, multiple wings each with cells and a wall around outside with razor wire. Often has workshops inside and a graveyard
53 Prison camp with wire fences and 4 towers of automated guns and searchlights and an inner area with tents for prisoners. A gatehouse and administration office in front is highly secure
54 Rows of houses badly damaged in a culdesac once for VIPs
55 Rows of multi-story worker townhouses often badly damaged
56 Walled semi-concealed village camouflaged with trash possibly still populated or a campsite
57 Damaged apartment blocks some have collapsed or been burned out exposing metal structures inside walls
58 Damaged urban block fenced off and now outpost for a faction with crops growing inside
59 Stilt houses over mud and bogs are difficult to reach except by boat or guarded walkway and constructed well after the apocalypse
60 Farmhouses with fenced livestock and crops, possibly still operational if sheltered and away from roads
61 Field hospital of tents and portable buildings with a fence surrounding it. May be treasures inside but long abandoned and looted long ago
62 Command centre in a good conditioned fortified ruin used by leaders of a faction long ago with banners and propaganda posters inside
63 Fleet of wrecked supply trucks attacked long ago
64 Communications bunker with concrete shelter surrounded by trenches, barbed wire and landmines. A huge rusted radio tower is on the roof
65 Trollies abandoned full of brass artillery and ammo shells were on way to be recycled and forgotten
66 Camp for processing corpses with thousands of body bags in cargo containers, undead lurk here sensing food or death. Huge morgue here with slabs for bodies and once-refrigerated sheds
67 Millitary training camp with commando course, barracks, shooting ranges and classrooms
68 Fortified laboratory bunker developing new awful weapons, abhuman vats or automaton troops for the war effort
69 Printing press complex making war propaganda and manuals to operate ancient equipment
70 Alchemy complex where potions were made in vast quantities and soldiers and monsters grown in vats. Often inhabited by mutants or monsters
71 Huge wall at least 40 feet or 12m high and half that wide with crenelations on top and a walkway with remains of towers. Often the enemy side also has earth ramparts and trenches making the walls higher
72 Airfield with huge hangers where vehicles were stored and repaired, often badly damaged in war
73 Garage for a motor pool of mobile infantry with rusted hulks of vehicles often badly damaged by warfare. There are barracks for crew here and many non-war vehicles like staff cars and trucks
74 Huge ruined siege cannon on a huge structure to expand its range, once dominated area often damaged or abandoned, now rusted and wrecked
75 Outpost with a watch tower and fence with some barracks and supply stores for a squad or two of soldiers
76 Huge concrete and steel fortresses of the ancients were often badly damaged by artillery
77 Defensive line often on a ridge of hills with pillboxes and turrets on concrete bunkers. The structures are connected by tunnels with underground barracks and shelters
78 Checkpoint through a fence or wall with barbed wire, thorn bushes and landmines and a small shack acting as a checkpoint at the gate
79 Huge wall, dividing area with a huge well-defended gatehouse with towers, portcullis gate and huge metal doors. There are murder holes, crenelations and other defensive features
80 Vast earthworks create a choke point with a fortified bridge where defenders can pour missile fire onto who crosses
81 Giant hive complex inhabited by insectoid abhumans ruled by a queen like wasps, bees or termites or ants
82 Area covered in giant ant mounds and tails of the ants carrying food and piles of dirt
83 Patch of dead trees with large woven treehouses where some species have taken up residence and might still remain
84 Ruined buildings and rubble coated in cobwebs where swarms of spiders and giant specimens live
85 Strange huge trees with odd birdhouses in branches, the houses and trees are part of a living creature and give birth to stirges when the trees smell blood
86 Huge silken spheres in dead trees or ruined buildings, if disturbed the cocoons hatch into giant insects
87 Vast area overgrown with thorn bushes some have a maze through them or some species may enjoy the protection of the thorns
88 Giant frogs have built a dam now full of water and tadpoles which they guard. When the time is right they will dig a channel to a waterway or lake when tadpoles right size. The tadpoles can strip flesh from anyone in their way in water
89 Huge garbage mounds full of giant vermin nests
90 Monsters have shaped trenches through walls of garbage and rubble leading to an open area with piles of treasure. The monsters await in ambush hiding in trash
91 Bunker with automated magical artillery that shoots fireballs long distance
92 Bunker with a monster generator inside, daily a squad of fresh ancient troops in uniform come out ready to kill
93 Gate arch or circle structure where beings were summoned to wage the war
94 Large teleporter pad where soldiers were teleported to a synced pad in another hex
95 Stone dome is flying machines or beings enter the area, a dome opens releasing mechanical birds or winged insects to attack
96 Area is overgrown with living flesh even trees and plants. This is the being Xor. a universe fo hungry flesh making a foothold on this world. Often these locations have been dominated by chaos or disease demons who seek to subvert Xor's hunger for whole realities
97 Elemental node attuned to one type guarded by elemental beings, in ancient times elementalists used these to summon monsters or to escape the war
98 Vast bugling pool of primal chaos guarded by slimes and mutant warbands
99 A vast magical staircase goes up and then fades away, any using it are plane shifted to the upper plane to the gardens of Arcadia near the citadel of Paradise. Troops from here tried to raid the upper worlds
100 Crashed flying rock with a castle complex once belonging to giants. It may be repairable but often occupied by devolved giants or monsters
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