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


  1. These continue to be awesome!

    Another great one.

    1. Thankyou - much appreciated
      will be compiled in a pdf on patreon

  2. Great stuff! Always a fan of grotty-apocalyspe.


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