Sunday 12 May 2024

Lake Vinegar of Chagrinspire





































Wet World of Tears
Close to Chagrinspire and fed by underworld rivers pouring from lower Chagrinspire. It has shrunk over the years and left swamps and wetlands around it. The great trenches around the mountain were disrupted by the lake. Many warships and cargo transports sunk here over the apocalypse war so fish folk can be well armed. Various marine beings and monsters came here for adventure and started colonies here as did some from the Underlands.

A Bulwark is a fortified town built over a lake or a river possibly incorporating some islands or artificial causeways or connected by bridges. Some have walls and may be built by pirates, villagers or other factions. This offers transport, waste disposal and defence all in one. You might find older ones burned away or flooded or sunken and now occupied by fish folk or undead just underwater.

The lake was once bigger, and purer, with great concrete structures of ports and marine forts. Most were destroyed in the war but ruins may be hidden underwater or mud,

d12 Lake Vinegar Locations
1 Pickleton Bulwark fishing village on wooden stilts in water with a fortified wooden door. with boats and a controlled walkway from the shore to enter. A merchant lord controls it with mercenaries and pays for salvage from the wastes for a guild of a far-off civilised nation
2 Bandit Camp is a small island of bandits. Using canoes and rafts from their small log fort on a small rocky island close to shore they patrol roads for victims. It has moved several times they take all their cut wood with them. They just want to rob civilised folk and avoid cults, wizards and non-humans
3 Marsh Village, is a small village of hunters, bandits and fisher folk who hate authority. The location has moved before, especially in flood season all structures on floating rafts and of woven reads. They have many allied beast folk living among them
4 Fishtraps an area of ancient stone fish traps that are operated by local tribes by blocking exits high tide then trapping various marine creatures easy to round up. Tribes fight each other and camp here a d4 days. All tribes unite against civilised peoples here. By night fish folk prowl around and remove the blockages that trap fish 
5 Magic Island where a camp of wizards and mercenaries have arrived to build a base to raid mainland artifacts. They have made a deal with the lake dragons and travel freely and even trade spells. Strangers are not welcome but will be arrested and brought before at least three wizards. They may work with or hire other organisations. They have some cult infiltration but most academic or nobility
6 Lakeboar Village where swine-faced orc abhumans fish for monsters and act as raiders from their small sailing boats. They also keep mud hogs in their homes and use pigs to nurse their babies. Some of their berserks are were-sea-swine aquatic manatee-tailed pigs. These ferocious marine combatants can fight on land or water. They have an inn and good cheap food except for the acorns they offer like nuts. Their pig goddess occasionally craves blood for feasts once a year so locals avoid them then 
7  Gnome Aquahab - underwater domes connected by pipes and connected to underground waterways the grey gnomes of the deep are used as transit tunnels with submarines. They operate several of these subs, two fish-like ones that deeply spies or moves automatons and a larger warship able to sink anything on the surface world and powered by steam
8 Sargassum - several large areas of gigantic water plants where some wrecks have been caught in and many beings have made into homes with gangplank and adapting wrecks into homes. Various dangerous creatures wander the weeds above and below water. A fishing village with a famous pub "The Inn of Lost Souls" is a major trading place but constantly fighting fish folk
Ironheart the wreck of a battleship wrecked by a tsunami and partly ashore in the ruins of an ancient harbour. A settlement of scrappers live here. They also explore other shipwrecks, especially with the cargo ones. Many were hurled ashore by explosions or trapped in marsh when the lake drained away to the Underland to flood a gnome city
10 Dagons Bulwark - a sacred shrine and village of fish folk and cultists who welcome various chaos and aquatic demons and water elemental cults. They seek to control all the wetlands then spread down the river. They help druids if it comes to making water more livable
11 Hoppsville Bulwark is a frog folk wooden town over the waters with a shrine, a theatre, several taverns, bug farms and brewers of frog grog and growers of marsh weed. These popular narcotics have been spreading like fire. Frog folk employ were-frog bards to spy and sell drugs over the waste. A few priests of gods of light have deemed these drugs and even the addictive healing potions frogs sell to be wicked
12 Dragonspawn Beach - lots of lake dragons breed here and young ones are commonly basking on the beach in the sun. They may be curious or hungry and investigate anything edible and they know if they scream an adult dragon will come to help. Strange slime, glowing lights from blue dragonfire and roars are common phenomena in the area. 

d12 Lake Vinegar Ruins
1 Blackbog Village a former crime hub with gambling and vice that reached many kingdoms until an army came and buried it 30 years ago
2 Ruined Chapel was a settlement of pilgrims with mudhogs who came here and made a life but at some point, they were all killed and the place looted, A dozen small stone cottages here and a good well. People fear the phantom in the chapel who moans at night
Lake Towers - where several allied wizards lived all long abandoned and only four of six fully stand now. Small islands were once connected by causeways or wooden walkways but most are gone. Magic traps have kept two sealed and others have been partly explored
5 Lake Village can be seen ruined and underwater from cliffs over the lake. Fish folk or mermaids are sometimes seen here. Some say the church bell can be heard at night
Haunted Bulwark a failed lake village decades ago all killed by raiders and said to be haunted. Badly burned but many platforms and some houses were intact but damaged
Cursed Island - over a causeway which can be walked across to a cursed island normally guarded by a lake monster in low tide. There is a ruined manor and village and prehistoric monoliths on the island
8 Underland Pier a concrete pier close to ancient underground canals to the great dark Underland sea and ancient trade. Traders once came here from many lands. In the apocalypse war, it was a vital supply point for the Chagrinspire forces. Many tunnels were collapsed or trapped but some say strange traders can still be found here. They supply the smugglers guild and frog grog guilds with addictive ingredients for the continent's vices
9  Sunken city a coastal city exposed during tides with a reef of marine creatures. Treasure hunters are keen but require the means to reach the good ruins. Many report hostile marine creatures. A madman found said he was kept prisoner in the fish folk temple inside the reef where they plot against humanity
10 Pact Rock is a black and green stone cliff carved with figures with ancient fish folk cuniform and frog folk pictograms. The figures depict their deified 
royalty ancestors meeting and eating bugs and worms. The bilingual text declares all bugs and worms are for frogs and fish and that both are at peace as long as other species a threat to their empires. Frog and fish folk come here and have underwater temples you can hear them croaking in some nights. They call it the treaty of bugs and worms
11 Black insectoid stone ruin here used by some unknown peoples long ago. Cults pilgrims like to visit and camp here and sometimes they fight over access. Scholars are curious and only a few expeditions could stay briefly due to the leech folk abhuman tribes. Frog and fish folk declared all people here are officially bugs or worms and therefore food
12 
 Ruined ancient city Carcosa is said to be haunted by some ancient citizens who worshipped the outer gods before the Black Sphere Cult long ago. Cults come here for relics and visions

d12 Major Factions around Lake
1 Frog folk abhumans d4 1=soldiers 2=hunters 3=scouts 4=cultists 
2 Fish 
folk abhumans d4 1=soldiers 2=hunters 3=hybrids 4=cultists
3 Rats folk 
d4 1=scouts 2=hunters 3=fishers 4=alchemists with mercenaries
4 Orc d4 1=greenskin tribe 2=hogface tribe 3=cyclops tribe 4=wolf tribe
5 Crime d6 1=slavers 2=smugglers 3=bandit gang 4=guild agents 5=pirates 6=assassins guild
6 Scavengers d6 1=humans 2=goblins 3=dwarves 4=orcs 5=mutants 6=halflings
7 Crusaders d8 1=templars fighting for gods 2=knights seeking glory 3=inquisition cult hunters 4=excorcist demon hunters 5=mercenaries led by noble or priest 6=children here to save the world and do you have food? 7=monks/nuns with guns 8=paladin led force of zealots
8 Barbarians d6 1=magician killers 2=druidic cult seek to repair wounded lands 3=plunderers and mercenaries on adventure 4=city burners 5=orc clan 6=beast folk
9 Alchemists guild d4 1=agents seeking something 2=scholars here to study with students 3=seek weapons for use back in homeland 4=seeks to join the Black sphere or steal knowledge
10 
Chaos Cult d4 1=mutant warband 2=priest with cult 3=wizard with apprentices and monster pets like bound chaos elementals, shoggoths, slimes 4=demon cult mercenaries with a lesser demon
11 
Grey Gnomes d4 1=spy sub 2=scout airship 3=stealth psi-gnome kill team 4=mechanics with squad of automatons
12 Cult of the Black Sphere d4 1=uniformed squad of clone soldiers with muskets 2=ork troops with improvised and found gear just made recently in vats 3=automaton troops with muskets in steam tracked carrier with a small cannon 4=team of alchemist commandoes with magic potions, grenades, incendiaries and poison blades  5=flying machine strafes area with machinegun then leaves to report 6=clone ogres in uniforms and black helmets wielding halberds or black powder swivel guns

d12 Local Cults
1 Night's Whispers have been duped by Derro and receive mutagenic compounds to become more subterranean. The priests whisper in the cracks in old temples and obey the reply. Sometimes potions, weapons or mutagens are gifted to them and some go to live with the secret masters forever. Black robed agents kidnap and murder enemies
2 Dagon is a fish god warrior and farmer popular in ancient times who has returned here thanks to the interest of the lakes fish folk. Hybrid cultists show mutations after a few generations but are common. He is increasingly portrayed as a fearsome fish man but in old times he sometimes had a merman tail. Members are promised immortality underwater if they marry a fish folk
3 The Way of the Dragon is a cult of persons used as familiars by the lake dragons who taught spells to the first grand masters who use draconic magic script. Dragons are secretive, paranoid and use the cult to meddle in affairs and learn magic secrets. The dragons were brought here as thralls long ago and now claim all the waters and wetlands
 4 Cult of Death are here on pilgrimage to this great charnel pit of destruction and the thousands of years of corpses. They are very exited and see opportunity everywhere for them to conquer the world. Also the ancients used undead to recycle dead troops quite a bit and must have had necromancy and are interested in necromutations found in the wastes
5 Frog Cult get high on drugs and live in swamps close to the supply and work with the smuggler guilds who are best kept away from the masters. Clans are very territorial and may hunt strangers to eat or marry. Some are hybrids or mutants or even abhuman beast folk. Mostly they want money and a vast spy network using narcotics. Some seek to help frog folk colonies spread and smuggle spawn or tadpoles
6 The Dark Serpent cult worship a lake monster who grants the cult spells, in reality, it is a demon who sneaks away from duties to propagate believers here. The priests are really snake folk changelings. Most don't realise the creature is real or even sentient
7 The Dark Vessell a cursed ship that attracts cultists who become slave soldiers on the ships raids. It uses a captain as a puppet to speak and if killed it takes a new captain. Crew are increasingly mutated by undersea life. As long as cursed crew cant stay away and will even be reborn more mutated. The crew longs for death
8 Null the demon of darkness whose cult favours this land. They seek power and to sabotage the black sphere. Many early members of the Black Sphere defected from this cult so they like to hunt the heretics with elemental darkness, shadow hounds, undead and shadow demons 
9 Star Spirit Cult obey the word of star people who live in the crystal citadels of the stars. Cultists bring the star people in their gate shrines or meet them in wild places where they visit in their crystal chariots and ornithopters. They have a secret purpose the cult do not know   
10 Molog the machine demon seeks to subvert the Null Sphere to conquer reality and needs followers to take risks installing shrines in the machinery of Chagrinspire. The cult believes they are stopping the Black Sphere and will enjoy a share of power and rewards forever. His automatons subvert machines to evil and mutate flesh with metal
11 The Lady of the Fog who saves innocents lost in the night often using her mists rather than appearing. The cult has grown of people who say the lady saved them. Some have had visions of her will. They preach help and charity so most people think them harmless 
12 Barron Murder a ghoul chief who leads the free-willed undead against necromancers and those controlling undead. They know it takes a certain number of humans to support a ghoul clan so they don't mess with this. He has been courted by a plague god and bringing in more types of free willed undead

Saturday 11 May 2024

d100 Black Sphere Cult Maxims, Phrases and Epigrams





































The cult of the Black Sphere was formed by cults of the outer gods, materialist alchemists and the morose grey gnomes of the deep whose melancholia has made them hate existence. While mixing their magical arts they formed a new creed and purpose to nullify all that is or ever was.  

These maxims were chanted by the troops and arcanist scholars. They were engraved on gun barrels, sword blades, journals and on buildings. For the clone soldiers of the cult, these maxims gave them purpose. Unimaginative they may use these for code keys for guard passwords.

These are meant to be terrible bad guys and not admirable or sympathetic. Maybe their personnel might defect and be helped. The Cult use regular mind wiping and teaches this makes them more objective and serves the truth. Some memory loss may be from potions, machines, surgery, vat-grown alien monsters or psionics. Whatever is cheapest.

d12 Common Propaganda
1 Posters printed and hung or pasted to the wall
2 Portrait of a pro-Black Sphere kingdom ruler
3 Map showing controlled land around Chagrinspire
4 Panphlet explaining some maxim
5 Booklet of cult maxims, prayers and songs
6 Slogan with appealing mural
7 Graffiti scrawled, etched, drawn and painted 
8 Comic showing heroes fighting for Null
9 Magazine with printed images of soldiers and the homeland (was it even real?)
10 Beer with the Black sphere Label and pewter steins with pro-Black Sphere kingdom ruler 
11 Playing cards with rulers, soldiers, war machines in a collectable card game
12 Report forms of sightings of enemies activity like shells or flyers with pin-up posters. d4 1=friendly rulers portrait 2=scenes of homeland 3=soldiers and war machines 4=attractive saucy smut often the most valuable 

d10 Types
1 Basic cult plan
2 Enemies of the cult
3 Cult chants
4 Paranoia
5 Motivational
6 Fighting words
7 Cosmic creed
8 Save our souls
Machines
10 Ultimate negation

d100 Black Sphere Cult Maxims
01 End all suffering for all forever through the Black Sphere
02 Dont regret the past, destroy it and all its injustices
03 Only through the Null Sphere can creation finally find peace 
04 All desires and suffering and injustice will end through the power of the Black Sphere
05 Let the black light of the Null Sphere siphon away the agonies of time and existence  
06 End the tyranny of rulers and gods forever - all hail the Black Sphere!
07 The annihilating anti-light of the Black Sphere will show us the way to eternal peace
08 Through the infinite nothingness of the Black Orb all suffering will finally cease
09 All possibilities will be eliminated when the Black Orb ends time
10 The sphere sits and waits to end all but only we can inch it ever closer to oblivion
11 End the tormentors who wish to repeat the same eternal suffering for gain 
12 The enemies of entropy can only delay our struggle but they can never win
13 All the aligned armies against us are the same and they only crave eternal conflict
14 Our foes suffer needlessly in struggle so let us end them with mercy
15 Each life they hurl against us only advances our great purpose
16 By the power of our guns, we set fly leaden death on our foes!
17 Our ignorant enemies are lost in false dreams and old stories
18 Help our foes face the great silence of oblivion with us
19 Our foes fight like fearful beasts in a trap of illusions
20 The slaves of gods hate the eternal freedoms of Null
21 What do we want? Nothing! When do we want it? Never!
22 All Glory to the Black Sphere! 
23 The Black Sphere is the future and the future is now!
24 Embrace the salvation of total annihilation
25 Bring the stillness back to the void
26 No fear, no death, no strife, now is the time of Null life 
27 Snuff the lives of those who stand against our purpose!
28 Our enemies are scared of chittering insects before the coming nullification
29 Every enemy life ended brings us closer to Null
30 For zero fear live the zero life
31 Beware those who subvert the master machine from its true purpose
32 Let the doubters go hungry for their souls are weak 
33 Dont talk about your past while spies are everywhere subverting your destiny
34 Secret gatherings? Report suspicious meetings to your Inquisitors
35 Report mutations to medics before it is too late (soldiers shooting tentacled horror)
36 Frightened? Facing Doubts? Speak to your Null Preacher today before you are lost
37 Strange dreams are enemy attacks, report all dreams and don't talk about them
38 Not a doppelgangerger. They are on our side. Report look-a-likes don't kill them
39 Too many potions and now you have sweats? Report to your medic
40 Beware of books and unofficial documents that may contain toxic enemy ideas
41 Your heroic sacrifices will help end all history  
42 Memories distract you from your duty, mind wipes help everyone  
43 Feelings are a selfish luxury nobody can afford, ask your medic or null-preacher
44 The universe is a cosmic cancer and we are the cure
45 Only you can help stop the constant fire of time making things happen
46 Soon the war will be over and all the pain you have endured will end forever
47 Let your body be destroyed in battle against the enemy now! Don't let it be ruined by time and living in ignorance
48 Everything is going to plan - the end will start soon
49 Terminate the believers whose lust for life keeps them in the great dream
50 Lose yourself in the eternal peace that is sweet Null
51 I give my life to the Black Sphere so part of this rotting world can be unmade
52 I sacrifice my flesh for the Black Sphere to nourish the great annihilation
53 By the blessed horns of the end times I give my life to wipe away existence
54 By the power of the Null Sphere, I give myself to the great project 
55 By the secrets of the great machine, the un-making has already begun
56 Final power to the Black Sphere - let them unmake the mistake of existence
57 The one path to infinite peace lies through the power of the great black orb
58 Be no slave to petty gods or planar parasites let your will to power be through Null
59 Let the peace of Null touch your heart your mind and your breath, let your every moment be a gift to Null in the war against the ignorant 
60 When you reach for an enemy let the power of Null annihilate them through you
61 Spread the gift of unlife to the savages and their awful gods
62 Welcome those who came to die on our lands with fire and steel in the name of Null
63 The millions sent here to die against us only made our kind stronger
64 Gods and planar powers came against us once and now they are our captives
65 The enemy who copies our weapons only destroys themselves for us
66 We fight to end all war and all conflict together forever
67 Enemy captives willingly join us and fight their false former comrades
68 Only the Black Sphere can unite us all in the infinite nothingness, all other paths are just a delusionary delay
69 We march for forever victory against the tyranny of creation
70 Chagrinspire is the great bastion against the delusion of selfhood
71 Only final victory will assure your immortal souls will be free of thralldom to the gods 
72 When you kill an enemy their spirit just moves worlds or is merely reborn, only complete cessation of all existence and time will set us all free
73 The gods keep immortality for themselves, only the Null Sphere can free us from the will of gods
74 Turning on a being to the Null force is better than just killing them, your enemies will merely be reborn and we will have to just kill them again
75 The gods feed on souls and prayers and sacrifice so we will starve them and burn their otherworldly palaces
76 The soul parasites of the outer planes and the gods hate us for they know we can hurt them and set all peoples free forever from divine subjugation
77 When the god's great game is broken then we will all finally be free
78 Souls are just the cattle of the gods bred for food and sport by the ancient powers
79 Free your soul from existence, unite all in the infinite peace of Null
80 The cosmos cries out for silence through violence - all hail the Black Sphere
81 Even a golem can think
82 Our formulas propelled great flying machines and spewed poison across the sky
83 We made the great poison wasteland and soon the world will soon follow
84 They said a carriage could never be horseless or machines could never fly
85 As we approach the end times our machines will be stronger, smarter and able to fight without orders
86 The world machine is broken end it now 
87 Creation is a prison and only the Black Orb can free us all forever
88 The world illusion makes us all seem different and in competition but the final unity of the Great Black Sphere is inevitable 
89 Creation vomited us into being in a world of delusion against our will, the Black Sphere will end all
90 Strike back against the soul-eating gods and otherworldly hunger, strike back with the Black Sphere
91 Exterminate the lovers of the world illusion with no remorse
92 Kill the priests first then eat their gods later
93 Stop the eternal rebirth and slavery of existence, end it all with the Black Sphere 
94 Forget the past! Onward to Extinction for all!
95 We can stop the war whenever we want, the enemy must give up first
96 Onward to the final day of the Null Sphere! Completion is coming! 
97 The Black Sphere is inevitable, the rabble against us sacrifice themselves to futility
98 Life is an Illusion, the Black Sphere is finality
99 One final inevitable doom will make all our struggles meaningless forever
100 Do your part! Total cessation is the ultimate solution!

Friday 3 May 2024

Factions for Chagrinspire For a Prison Adventure





































Making sandbox tools for prison complex ruins. This is for those who will occupy a ruin.

The ancients sure built lots of prisons that also were used as forts and barracks at various times. These ruins are common and easy to find.

I will compile all this with previous prison stuff shortly

d12 Condition
1 Roof missing with only a few intact locked doors
2 Burn damage from fire
3 Damaged in earthquake
4 Damaged in the siege, many doors smashed
5 Damaged by artillery fire some intact doors
6 Mostly crumbling foundations and remains of wall waist-high
7 Damaged but repaired with trash
8 Covered in mud
9 Battered with light damage all over
10 Bullet holes in the walls and front doors were crudely repaired
11 Partly flooded
12 Eerilie untouched just covered in dust

d12 Wicked factions in control
1 Crime Guilds - d4 slavers guild 2=theives guild 3=assasins guild 4=smugglers guild 
2 Bandit gangs - d4 1=mutant robber gang 2=deserters from the black sphere 3=former freedom fighter fugitives 4=bandits on run from civilisation
3 Chaos Fiends - d4 1=mutant cult 2=chaos templars 3=chaos cult with pet shoggoth 4=chaos sorcerer cult
4 Giants - d4 1=chaos formation patrol serving Baalor 2=hill giant and pet manticores pr mutant cave bears 3=stone giant and pet gargoyles 4=fire giant and pet salamanders or hellhounds
5 Alchemist Guild - d41=mercenaries legionnaires with musketeers led by alchemist relic looter 2=grenadier scouts looking for ruins to mark on maps for exploration and holding this one for reinforcements for a guild base 3=alchemist with automaton troops and a golem 4=alchemist and clone troops with muskets (green morale) 4=alchemist with homunculi growing monsters in vats and clone orcs 
6 Mutants - d8 1=desperate scavengers 2=insane cultists 3=doppelgangers 4=psionic dominators 5=cave abhumans 6=ogres 7=morlocks 8=derro
7 Undead - d4 1=remnants of ancient soldiers and inmates 2=undead necromancer & minions 3=death templars 4=captured by undead clan led by evil undead priest
8 Cults - worship beings of evil d4 1=darstardly demonic 2=diabilic devilry 3=duplitious daemonic 4=outer void entities
9  Beast Folk - d12 1=Swine 2=badger 3=rabbit 4=dog 5=hyena 6=frog 7=panther 8=wolf 9=bear 10=stag 11=cattle 12=fish
10 Grey Gnomes - d4 1=mole machine squad with muskets 2=patol airship with paratroopers with muskets 3=tank and crew with a section of d6+6 musket infantry 4=grey gnome mentalist prefer powers of the mind with automaton steam-powered soldiers  
11 Automaton - d4 1=golems patrol guarding cells of undead 2=clockwork soldiers with muskets 3=machine mutants escaped from the great machine works of Chagrinspire 4=mechanical knights of law 
12 Black Sphere - 1=mounted grenadiers with flintlocks and black powder grenades and supply wagon 2=infantry with muskets and steam-powered armoured car with swivel gun 3=

d12 Ambivilent Factions
1 Crusaders - d4 1=childrens crusade led by charismatic teen saint all hungry and scared and dependant on magical food provided by the saint 2=templar knights with crossbow troops from the churches of the south 3=wealthy knights of auldwood with levy soldiers from estates 4=Knights of the western Dukes with vassal troops
2 The Empire - d4 1=foot lancers holding outpost for empire 2=knight lord and legionnaires 3=adventurer agents of the emperor with followers 4=wizard of the empire with soldiers and adventurer specialists in looting dungeons
3 Druids - d4 1=druidic order leader with bards and guardian warriors 2=druid lord with chariot and sworn bodyguard berserks 3=beastmaster druid with lots of animal friends and beast folk 4=druid priest teaching magic and skills to rangers who are planning to set up an observation station
4 Dwarves - d4 1=mountain dwarf raiders here for metal and to stip improved technology becoming more available 2=dwarf crusaders here to destroy the null machine of Chagrinspire and need a base
Elemental - d4 1=elementalist sorcerer with cult and summoned elemental beings 2=elemental guardians of a cache 3=elemental cult 4=elemantal abhuman barbarians 
Orc Clans - d4 1=barbarian warriors 2=cyclops smiths & prospectors 3=black sphere musket infantry 4=serving a wizard or alchemist who made them
7 Goblinoids - d4 1=goblin bat or wolf riders 2=bugbear scouts led by famous headhunter 3=hobgoblin troops led by dark elf with a pet troll 4=goblin magician and whole clan with women and children and elderly growing mushrooms and giant guard insects and trading potions and drugs
8 Faerie 1 d8 1=elven scouts led by noble 2=elven griffon cavalry 3=elven unicorn maiden mounted archers 4=stag rider cavalry (megaloceros) 4=combat sprites 4=brownie sappers and engineers 5=plant spirit folk changelings possibly pretending to be trees 6=elves with hunting werewolves
9 Beast Folk - d12 1=Swine 2=badger 3=rabbit 4=dog 5=hyena 6=frog 7=panther 8=wolf 9=bear 10=stag 11=cattle 12=fish
10 Dragon Orders - 1=draconian abhumans and a dragon rider boss 2=lone young dumb dragon with cultists 3=dragon thralls possibly charmed 4=wyvern riding draconic cult wizards and mercenary newt folk abhuman foot scouts
11 Orders of Law - d4 1=clockwork knights from Box castle 2=wizard monks of law from their crystal monastery in the celestial night sky 3=hooded crusaders of law with templar priests with mace and crossbows 4=nuns of law with flintlocks and swords and automaton warriors
12 Orders of Light - d4 1=paladins seek to slay evil 2=exorcists fighting spirits, undead and evil planar beings 3=wizards of light riding griffons with d6+6 scouts 4=star faerie changelings

d12 Structural Defences
1 Trenches & dugout
2 Trenches flooded with mud and corpses
3 Trenches with water and hostile creatures 
4 Pit with sharp poisoned stakes
Sandbag barrier
6 Concrete tank traps
7 Wooden stakes to stop cavalry
Barbed wire barriers
9 Wire fence with razor wire
10 Landmines 
11 Wall of rubble and wrecked vehicles
12 Tripline and door alarms

d12 Biological Security
1 Thorn bush maze
2 Killer plants (giant trapper plants, vines, ambulant trifronds)
3 Screaming fungus or screaming mutant geese 
4 Razor grass or 
Tangle vine
5 Zombies with vegetation or fungus growing in them
6 Sleep Poppies or yellow musk flowers
7 Ambulant mushrooms or tri-frond plants
8 Mould patches or puffballs
9 Pits of flesh-eating maggots hives of 
dangerous insects
10 Killer trees (pod flingers, grapplers, 
11 Eyes and mouths and arms growing in the ground, sometimes hands with eyes and mouths
12 Monsters penned inside 20 for high wire fence around complex

d12 Special Tower Security 
1 Balistia or mangonel 
2 Swivel guns (buckshot or ball)
3 Sniper with longbow or heavy crossbow  
4 Arquebus matchlock crew of two with lit brazier
5 Heavy repeating crossbow on mount
6 Fire Arrows and archer or crossbowman
7 Blackpowder grenades, smoke bombs, lit brazier and a grenadier
8 Blackpowder mortar can fire incendiary, irritant, smoke or explosive siege mine 
9 Has two extra guards  
10 Spotlights 
11 Light machine gun and 100+d100 rounds each
12 Low-level magicians on duty

d12 Gate Security 
1 Two extra gatekeepers
2 Four extra gatekeepers
3 Six extra gatekeepers and a sergeant
4 Murderholes ready to pour d4 hot 1=boiling water 2=burning oil 3=molten lead 4=wasp nests
5 Extra strong bar or several
6 Huge lock with large key
7 Drawbridge over pit or moat
8 Portcullis gate
9 Slits with fire arc in front of the door for extra archers or gunners
10 Caselated bastion above gatehouse with tower features 
11 Inside the gate is a small black powder cannon or wagon with six muskets that can fire each gun at once either with 3 crew
12 Alarm beacon informs personnel of red alert and all armour up and go to positions

d12 Magical Security
1 Shadow or spectral soldiers patrol secretly
2 Ghouls or zombies fenced off or in cells and can be released or used as a barrier
3 Magical wards around walls
4 Explosive or flaming runes
5 Magic mouth alarms at chokepoints and weak points with conditions
6 Spirit patrols the outer wall and has a heroic grave inside the walls
7 Invisible imp or faerie being helps keep watch 
8 Gremlins or giant bigs infest air vents, roof spaces, drains and the well
9 Sewers under structure with telepathic tentacled sewer horrors that prevent transit through water or sewers
10 Magical circle can call a bound elemental to defend and can be activated or use
12 Monsters hidden in architecture like gargoyles, trappers, golems, living statues or mimics

d12 Uses for building
1 Prison
2 Barracks
3 Madhouse
4 Orphanage
5 Hospital
6 Work house
7 Fort
8 Monster barn
9 Settlers
10 Faction base
11 Cult rituals
12 Monastery

d12 Secrets
Storage cellar
2 Extra prison cell basement
3 Celler of oubliette caged pits 
4 Secret escape tunnel made by a prisoner
5 Caves underneath
6 Crypt and shrine level
7 Secret escape tunnel for governor for emergencies
8 Basement laboratory making d4 1=booze 2=drugs 3=potions 4=clones or orcs
Basement library
10 Dungeon level 
11 Secret spy base of a faction 
12 Hidden monster lair unknown to occupants it may even hide among inhabitants

d12 Whats on the podium?
The stage area in the courtyard
Large boxes they lock bad prisoners in for days
2 Locked trapdoors for semi flooded rat infested pits for prisoners
3 Executioners block for beheading prisoner
4 Gallows for hanging a prisoner
5 Auctioneers block where slaves chained to poles are sold
6 Cage for prisoner fights or for temporary holding prisoners 
7 Monster or guard beasts released in the courtyard at night as for security
8 Outdoor oven and firepit where prisoners served food
9 Shrine to some motivational god of justice or a more recent addition from a cult
10 Pulpit where the priest could read holy prayers to inmates day and night
11 Smith forge where chains fitted to prisoners and iron balls
12 A frame post for whipping and torturing prisoners 

d12 What is in the Cells
Roll once for all or per cell
1 Zombie or ghoul (could open as a trap or defence)
2 Skeletal remains of d4 prisoners 1in6 they arise as undead
3 Stored crates of stolen loot crates and trapped
Equipment cache with crates and trapped
5 Barrels for storage
6 Empty bottles and broken fragments
7 pots of sewerage
8 Treasure chest 1in6 chance of being a mimic
9 Bait for a trap like fake loot, food or cursed item
10 Starving prisoner d6 1=sacrifice 2=hostage 3=adventurer 4=scavenger 5=mutant 6=troll
11 Converted to personal or shared quarters with d4 beds
12 Animal pen d10 1=terror bird 2=hellhound 3=dire wolf 4=riding lizard 5=horse or donkey 6=pig 7=goat 8=cow 9=messenger pigeons 10=giant rats

Will include with past prison tables from the blog
Will follow up with return to weird chaos cult farms in a similar work of old and new stuff