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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

Tuesday 30 April 2024

d100 What are those wild people up to now?





































Chagrinspire pdf on Patreon now
Had my birthday and an interview to be on a live stream twitch game

When you live close to the frontier the neighbors can be a little wild and rambunctious. This could be applied to barbarians, humanoids and beast folk tribes also. It is also handy for frontier gossip and might in fact be exaggerated and wrong. It might be a pretext used to persecute them. Maybe they are in fact even worse than the gossip. These could be clues to find treasure if graverobbing is your bag.

Some could be customs not understood by commoners or they could be adventure hooks. Maybe the tribals are doing strange things to drive off some evil force. This assumes a frontier or borderland where cultures clash. Civilised people assume they are righteous and are clumsy when dealing with others.

d10 Quick Shennanigan Types
1 Season rituals
2 Martial rites
3 Revelry
4 Sacred ceremonies
5 Violence
6 Monsters
7 Allies
8 Trade
9 Grusome signs
10 Supernatural

d100 What are those wild people up to now?
01 Chanting by bonfires late at night and leaping over fires naked
02 Beheading bulls and swine on a hill then feasting
03 Having orgies in the forest
04 Erecting stone monolith 
05 Erecting a wicker man to burn in a ceremony
06 Procession chanting on a route around local barrows and standing stones 
07 Making sacrifices on a hill celebrating an ancient ruler buried there
08 Wallowing in water and covering themselves in mud while chanting
09 Procession with a wagon carrying an idol to various local shrines
10 Renacting mythic story of a deity killing a dragon and quartering a convicted criminal
11 Berserks by night screaming like animals by night in rituals with blood-drinking
12 Druids and warriors testing and blessing new blades with sacrifice
13 Practicing manoeuvres in a ritualised training exercise in barbaric finery
14 A contest for warriors in a grand melee where the winner gets chosen for a chest
15 Having a competition in spear throwing and wrestling, winner gets a potion from druids
16 Two tribes warriors fight over a pig stomach stuffed with peas all day while other tribesfolk watch. Druids treat injuries and award winners with wreaths
17 Two famous tribal champions have a fight over a point of honour according to customs
18 Women warriors have a man in a cage they will release and hunt for crimes against women
19 Tribal warriors gather for a ritual animal fight for divination d4 1=horse 2=dog 3=bul 4=bear
20 Village gathers for a trial by combat to prove someones innocence
21 Having a days long feast with magic mushrooms and strong drink
22 Women holding wild rites and drinking will tear apart men who see them, foolish people hear wild stories and are killed yearly spying on them
23 Tribe in a stupor high from mushrooms and herbs, most lay about having visions 
24 Cheif giving gifts and making youths swear allegiance before a feast
25 Several tribes gather for peace celebrations and a wild party
26 Elaborate dances with strange costumes like monsters 
27 Bonfires all over the plains with chanting and feasting
28 Dancing in the path of people dressed as a dragon or tarrasque
29 Marrying two frogs to ensure rain with spectacular wedding feast
30 Dancing competition with competing village bards
31 Druids gather by standing stones in robes sacrificing animals 
32 Druids with a spectacular cauldron making potions for tribe
33 Druidic sacred marriage between two senior priests
34 Druids perform sacred rites in secret, outsiders are forbidden
35 Bardic graduation ceremony held by druids
36 Coronation on a sacred stone of a tribal chieftain who makes various oaths
37 Druids meeting the tree folk, tree spirits and dryads in an exchange of gifts to renew ancient pacts
38 Druids meet the chieftains of the animals and discuss their complaints against humans
39 Druids call land divinities to renew ancient pacts of the spirits
40 Druids call spirit of the green to inhabit a figure made from vegetable matter 
41 Intertribal raiding for months often is sight of civilised commoners 
42 Exited warband has been raiding and stealing livestock and scaring people
43 Berserks waiting by crossings on roads and rivers challenging warriors to duels
44 Fueding with other tribe screaming abuse and throwing spears, when someone hurt both sides flee
45 Kidnapping victims for slaves from local villagers to marry
46 Raiding for metal items to take to tribal smith, snatching farm tools and anything
47 Raiders on arson spree burning farmhouses and barns
48 Raiders taken hostages and insist on payments of food for their safe care
49 Threaten to attack unless supplied with livestock
50 Stirring up violence with another tribe with murders and leaving evidence it was villagers
51 Breeding monsters and releasing them in wild
52 Making normal animals hostile to villagers
53 Stole monster eggs and parents on a rampage in area
54 Have been capturing monsters to train for war which scares people
55 Holy ones of tribe have been making undead as hazards for travellers
56 Tribe has been keeping a troll and cutting bits off to leave near landmarks like bridges 
57 Tribe has awoken an ancient woodland nature spirit and told it slanderous tales about the spread of civilisation
58 Tribal druids planted dangerous monstrous vegetation and thorn hedges to hinder civilisation
59 Tribe has been locating ancient monolith prisons holding demons and setting them on innocent farmers
60 Tribe has been using lycanthrope heroes to menace civilised folk and infect them as thralls
61 Chieftain inviting humanoids to settle to help hinder the colonisation of the frontier
62 Tribes have been meeting to plan an alliance for war on civilisation
63 Tribes have been getting superior weapons from demihuman allies
64 Tribes work with faeries to spread the forest and make it more hazardous, the tribe protect the magically grown trees and chases loggers and woodcutters
65 Tribes who used to fight each other have united against the civilised folk of the borderlands who threaten their traditions 
66 Slavers have made a deal with tribe to pay them for captives for gold
67 The tribe have made a pact with a feral sorcerer from beyond the wasteland and the locals have seen strange signs
68 A coven of witches has made a pact with the tribe and have been cursing livestock and villagers 
69 The wild folk have made contact with a even more frightening tribe of ancient kinfolk, who wear only leaves and are hairy all over. The worship the wild hunt and the supernatural procession has been seen and heard closer to villagers
70 The frontier tribe have made a pact with beastfolk and together they have been kidnapping victims, robbing travellers and ambushing millitary patrols 
71 The wild folk will trade skins and fur for cheese and wine, they can't get enough
72 Tribal folk demand payment for their land the village is on, claiming ancient rights
73 Tribal people demanding prospectors and miners hand over half their finds as a tithe to their chieftain
74 Local tribal chief demands merchants pay them for safe travel
75 Local tribe declare they own all the fish in waterways, lakes and streams
76 Wild folk seem to want to trade but don't speak the common tongue, but they are also intimidating and people are wary of offending them
77 Local wild folk have been wanting to trade some spouses or children to make peace and the villagers are uncomfortable with this offer
78 Tribal folk came one day and burned a pile of trade goods by the village, waited and left in anger and people have no idea what they want 
79 Tribal people keep trying to sell us trinkets and ugly idols but nobody wants them or can understand them. They seem to be very earnest
80 Tribal people healed a sick child and now demand payment that the village cant afford
81 Tribes leaving mutilated corpses on poles near roads to scare away settlers
82 Tribe warriors collecting human heads so priests can place them in stone niches in ancient monoliths for some reason 
83 Tribe have been seen flensing bodies and leaving horrible messes at crossroads and taking the skeletons
84 Tribe seemed to be assembling a meat colossus from corpses in the forest 
85 Tribe keep decorating local roadside trees with human skulls and villagers do not like it
86 Wild folk have been parading about their dead ancestors in processions and its a bit creepy lay commoners
87 Tribals have been robbing the village graves and taking bodies somewhere else and nobody knows why and want them back
88 Tribals have been burying decorated skulls around the village and people are afraid it is some dark magic
89 A local priest went to convert the savages and they nailed his flensed skin to the local church
90 A visiting merchant tried to trick the savages and sold them bad grog and some got sick. When the merchant returned they killed him in some ritual and now his corpse wanders the area moaning and scaring people
91 Tribals are having strange ceremonies and weird creatures are roaming the night
92 The savages have been turning people into trees and local settlers are frightened
93 Wicked priests of the wild folk have been torturing travellers by the roadway and leaving frightening angry spirits making travel by night dangerous
94 Haunted cries from the forest spirits have been getting closer and people say the wild folk have been calling them or know how to calm them
95 The tribal folk where seen making some kind of ceremonial marriage but with only one of the parties at the ceremony. Since then a powerful land spirit has been killing locals crops and made livestock run into the woods and food is short
96 Strange monoliths have been moving around the village and some drunks have disappeared going home by night. The tribal folk used to worship the stones and know what to do but past dealings went poorly and they demand gold just to talk
97 A stranger came to town and caused troubles and it turned out they were some trickster spirit sent by the wild folk. The stranger was killed but people have seen them near the village. The wild folk who sometimes trade wont speak of it and seem scared like they know something 
98 Locals report dreaming of tribal folk rituals and some ancient spirit they draw on for power. Everybody in village is struggling to sleep and wonder what the wild ones are doing to them
99 Spirits of ancient tribal folk have been seen more frequently and sometimes dozens are seen. Commoners fear tribals are amassing an army to repel settlers 
100 Local hostile tribe has started to all become berserkers. Scholars fear some ancient land spirit they have summoned has been turning tribal folk into dangerous berserks, even the elderly and children



Sunday 28 April 2024

Chagrinspire 76pg PDF on Patreon



This is up currently and grifting it here as was one of the most popular things I've done in the last few years. It will be getting some revisions over the next few days as I made a font error but I will sit on it a few days. 

Link in L-hand sidebar

I do need to work on some other projects but some 3fold dungeons on the way for ruins in the wastelands. The Exilon stuff I keep getting stumped by my own historic pedantry. 

There will be some more tables and other stuff coming including some revisions of my homebrew character classes. I'm hoping to play this the next few months. 

Im still playing marvel currently which now needs very little prep as players hunting aliens lots.

I have some job apps to make and applying to be on a live stream Star Wars so will see how that goes.

V2 out now and 84 pages

I may add in a bunch of stuff from my Weird War One book from a few years ago like the haunting tables for tunnels and no mans land.

Thinking a squadron of dragons vs gnome biplanes could happen



Wednesday 24 April 2024

d100 Wasteland Weirdos

Possibly some Charginspire leaked onto our new album.

Sampler short
https://youtube.com/shorts/Yj7jn40iomM?si=dflfJ10EdYYJqMYr


My Gunderholfen solo play has gone well im doing Lv 4 sub levels and realised id not been including rival parties who might be a good source of magic items. Im ruling as our fame increased more rivals appearing and even trying to kidnap party members when alone in streets of city. The encounter pack is good for any city. Party have a wizard patron and know of the cults possibly in the city and dungeon.

I will put up all chargrinspire table on a PDF on Patreon shortlyas I have almost finished the table and hexcrawl part - rule expansion and mega dungeon will be later. Fair warning will have place holder art that wont be used in any possible sale version.

These are people you might meet in settlements or wastelands or prison cells. They could be alone or in charge of followers or a gang or a party. They might meet in a tavern and be available for your party for a share (we do a share per Lv and pay our personal followers from our share)

As usual, feel free to change gender or make NPCs alchemical hermaphrodites or whatever - its a easy to fix thing with a polymorph spell

d10 Quick Types
1 Adventurers
2 Merchants 
3 Criminals
4 Scholars
5 Hermits
6 Bandits
7 Scavengers
8 Cultists
9 Mutants
10 Non Humans

d100 
Wasteland Weirdos
01 Farnby Klungus - former merchant turned thief and now a bonafide adventurer looking for wealth. Fancy landknight ripped velvet, a sword and several flintlock pistols
02 Perri Mortungle - adventures started as a prostitute who robbed customers, now a dashing heroine and duelist for hire. May be tempted to grab treasure and flee to civilisation or make someone rich marry her so she can rob them
03 Padpur Gofferil - here to rob and steal and willing to murder. Discovered killing sleeping adventurers who trust you is easier than monsters. Carries poison
04 Madlub Porkerson - mercenary warrior seeks glory and magic weapons. Selfish thug but will grow loyal to any who save him
05 Panten Florablub - bard looking for adventurers to inspire songs. Bit of a coward but also very curious
06 Mala Kezchwan - lady thief and spy for a distant guild that wants to know opportunities here and about local gangs. No interest in heroics or trusting weirdos in these parts
07 Panja Volorian - swordswoman out for fame and glory and looking for lady adventurers to crush on
08 Vanjar Mahabjeeb - Templar in secret here to see if Chagrinspire is a threat and gather rumours, follows a war god and hates undead with a passion
09 Sir Digory Panhablar -  brave knight seeks people to save, monsters to kill and glory. Knows he needs help to survive 
10 Mahger Velapian - mercenary out for money and dreams of starting own mercenary company when rich
11 Pilbert Klanghort - here to buy magic metal goods to take to civilisation for profit but the business is sewn up and wants to gather items from wastes in person to make more money 
12 Gamlet Pliskerman - money lender who was robbed and needs cash to get home and get revenge
13 Mober Gilklam - avoiding sea due to a strange urge to dive into the sea and never return. Has funny dreams about sea demons. Is a fish folk hybrid with no idea. Hopes to find some relics or distraction from dreams of the sea
14 Camrod Bellend - sells trinkets and adventurer supplies and has a cache of goods in the wilderness they want back but too weak to go alone
15 Margen Vasleek - wants to buy and sell magic and books to sell to wizards back home and sure local scavengers too thick to find the good stuff. Keeps a detailed journal and maps also to sell
16 Abert Morninglum - sells drugs and addictive healing potions and was a student alchemist. Seeks certain minerals in the waste to make incendiaries and gunpowder to sell but doesnt trust locals not to steal recipes so sources ingredients in person 
17 Valmart Mortgen - arms dealer out of good stock and willing to join adventurers for big share of goods they can sell
18 Ahmet Klorgenmight - sells maps and lenses he grinds from the glassy wastes of chargrinspire. Can't trust local scavengers to find the best stuff
19 Plorbian Muskdung - gnomish trader of gadgets and mechanical contraptions. Wears goggles, a fake beard and makeup as is a grey gnome spy for the cult of the Black Sphere spying on visitors to the region
20 Mulhwan Fadgrip - blacksmith who wants exotic metals found in region. With a good relic hopes to give to a noble to gain fame and status
21 Archie Felchlard - thief who is in trouble with guild and needs friends to keep away assassins
22 Porger Bulgehump - a thief who is a spy for guilds and bandits who watches for adventurers to infiltrate and inform criminals friends
23 Mayneen Vaspatan - bandit leader who lost her gang in a recent encounter and needs funds and contacts to rebuild. Knows a great dungeon her former gruberhole hideout is now overun with orcs and undead so she cannot recover alone
24 Georgie Plukett - child gang member keen to serve adventurers and nab any stray goods while relying on their protection
25 Milbert Gudofin - drunk with outstanding debt desperate for cash and to evade money lenders so wilderness crawls with profit are just what they want right now
26 Puta Mingle - young lass pretends to be a servant but really a veteran assassin looking for an adventurer hiding in the waste and her usual cohorts will not go
27 Vada Pelapian - a serial killer who needs to get away from civilisation and temptation. Figures becoming a murder hobo will solve urge to kill and keep away from law and assassin contracts
28 Malad Sardon - snarky bard specialising in gossip and slander needs money fast and will do anything. Desperate to by a fabulous organ but other magic instruments might satisfy their urges
29 Trelbert Daskinbrule - former bandit who wants to escape the crime lifestyle. Is a drug addict but sure a few weeks in the wilds will help them recover the shakes and sweats
30 Pascal Vager - a colourful thief who lost friends in an incident with trolls and a bridge. Keen to find new friends for glory and adventure. Addicted to risk but not keen on death either
31 Proctor Glubduel - astrologer keen to prove a secret astrological theory about Chagrinspire. Offers free daily horoscopes and card readings in return for booze or a chance to explore the dread Chagrinspire ruins 
32 Madlow Spastan - convinced everyone who dies in the region helps fuel the black sphere apocalypse engine. The best way to see this is to see lots of people die so adventurers might be good companions. Claims just here for authentic documents of ancients for library
33 Valdern Pune - scholar interested in ancient secrets and banished from university library so doing "field research". Lies and claims to be supported by academia
34 Padrak Erstinkline - Desperately wants to see the Black Sphere and has been studying magic to get close and accepted by adventurers. Has been dreaming of the sphere for years before the game here and read about it in a blasphemous tome in fathers library
35 Hroblast Pentacule - looking for spells and alchemical recipes of powerless gunpowder so they can sell secrets for warfare
36 Mingus Ravelthron - sacked by the master and wants revenge with some artefact or magic found in these cursed lands
37 Mugbun Burnit - fire mad arsonist has come to a place where magic and pyrotechnic alchemy will be appreciated. Hopes to find a portal to the plane of fire and to learn the language of fire elementals or meet an elemental noble
38 Malika Badenzorn - tired of the lack of respect at home she has come here to make important discoveries from the ancients to make a name nobody can belittle 
39 Vorma Draldor - Wants to meet grey gnomes who seem to be unchanged since the apocalypse war. Possibly too willing to get to speak to them and learn their ways
40 Porbert Blinklog - pretends to be after alchemy recipes and history, really wants to join the order of the Black SPhere if only they can find it
41 Gregor Mongarv - driven from society for black magic, cannibalism and writing blasphemous books, swears he knows where a good dungeon is
42 Exbert Mogen - seeking signs of non-cursed life and wanders wastes planting seeds and searching for signs of hope
43 Mikon Vabslor - lives with a giant vulture and a talking snake and spouts maxims and gossip  
44 Pride Kemlar - forsaken the world awaiting the apocalypse and sure it will be soon and wants a good view - can guide you to good viewing spots
45 Larister Barglow - philosopher seeking to match wits in a debate with a philosopher of the Null Sphere or a gre gnome
46 Kilbert Snarg - bitter old man disappointed world still exists and wants to help the universe end. Not even the cult of the Black Sphere wants him around so he is miserable
47 Morag Thunker - a witch who has lived here for centuries and seeks evil people to be her slaves. Good people she will test for corruption and if pure she rewards them with cursed items with delayed effects and many petty properties making identification tricky
48 Haber Tumwablet - has been chased from all civilisation even the underland for a scheme to save the world by bringing the outer gods to stop the Black Sphere cult so they can harvest human souls forever. COllects various books in a cave and happily tries to convince others of schemes. "Its the best hope we have"
49 Eamon Klorg - Busy measuring the distances between stars with a sextant and telescope and making calculations and sure the universe is contracting. Gave up warning people who don't want to know or care
50 
Barjet Gongwumbler - sits alone laughing and won't say why. Keeps popping up in taverns, the wilderness and dungeons to laugh at people's misfortunes. Some swear they killed him
51 Veeber Tan - wanted killer and robber especially likes to spy on or infiltrate adventurers. The great dungeon he recommends is the gang's robber cave
52 Avra Popscorn - famous bandit in disguise as a wasteland guide who works with slavers to capture adventurers and she gets their belongings as part of the deal
53 Mika Plibkin - a bandit fugitive who used to rob the rich and give to the poor. Doesn't think anyone in the waste deserves or needs help and is bitter. Might be inspired if met some actually good people though dislike rules and government
54 Hestor Khemlo - bandit who kills aristocrats and helps peasant villagers who meet his ideal standards of egalitarianism. Hopes to spread his movement and form an army with salvaged technology and vehicles against civilisation
55 Penhag Zuula - slaver who sometimes pretends to be an adventurer to facilitate kidnaping gladiators and slaves. Even sells victims to the cult of the Black Sphere
56 Mother Cragna - old woman some say is a witch and her gang are humanoids and lycanthropes, some are her children and grandchildren. May pose as a wandering healer and secretly curses people and uses slow-acting poisons. This helps her gang get easy kills and dinner
57 Veber Knargent -  bandit trying to get a new gang and selling addictive healing potions to recruit. Claims to be an alchemist but only knows minor potions (d4 healing, +1 initiative) that are also addictive drugs. Adventurers could be the core muscle of his new gang
58 Kiber Lortan - wanted bandit on the run after killing noble hostages from impatience. Wants adventurer friends who can keep away assassins
59 Mrada Vantagran - has heard about murder hobos as just bandits who prey on murder hoboes so sure joining a party he can get them to rob some safer targets. Will lie and claim people are chaos cultists or doppelgangers to instigate fights
60 Varan Barda - agent of the Black Spere cult who raises bandits to rob and kill merchants and supplies aiding invaders of the waste. Sometimes he gest missions like to spy on adventurers so will join parties. Once he has learned of their secrets and made some interesting discoveries in the waste will summon his band of orc bandits to exterminate his new "friends"
61 Padra Morten - scavenger and refugee from the empire. Family is killed but learned peace with scavengers but they were killed by adventurers. Now he is looking for them and will join parties to judge them and if wanting gives them hit tips into dangerous dungeons
62 Habran Fandril - lost a cache of treasure when trolls moved into the case he hid them in and now wants to trick adventurers into fighting the trolls so they can grab the loot and flee
63 Papa Scrap - knows many good places to loot and fields to find loot but too old. Will offer advice and stories in return for booze. Maps he sells for gold
64 Old Nora - woman with hand cart picks through wreckage and looks so unwashed and wretched creatures leave her alone and she can blend into mud and garbage expertly
65 Colan Boreler - Old scavenger who has built several communities in the past in the waste for scavengers which have been destroyed. He would start a new colony but people say he is cursed to fail
66 Matan Boglor - former scrap merchant who thinks this place is paradise and hopes to get rich
67 Eber Kunflap - Has a family in a ruined shack in wasteland and picking ruins has become harder of late as life and conflict return to the wastes. Keen for money as a guide or with adventurers so can help family leave the wastes forever
68 Arder Hringus - Has several parts of a machine they are repairing in a secret ruined bunker. Looking for the last few parts to start the machine and some gems and a few sacrifices. Possibly a monster generator 
69 Abra Gorebon - has secret patrons seeking certain parts and magical fuel of the ancients. They don't care who the patron is but want help from adventurers to search some locations on an old map the master gave them
70 Fanglub Pogrun - bloated greedy pig hopes to get wealth and become a big shot merchant or crime lord. Has killed some adventurers and stolen their maps and uses them to join new adventurers
71 Arfang Zarger - daemon cultist seeks to create an eternal global wasteland of torment rather than the nullification of everything by the Null Sphere cult. Reports interesting discoveries to the cult and planar secret masters
72 Vogbert Krumplenak - poses as a merchant who buys magic scrap while keeping an eye on adventurers. He leads a secret cult with members over various settlements who gain demon powers in return for helping demons reach the world via summonings
73 Japer Noll - cannibal cultist who kidnaps strangers and loners to eat them. The rituals gain them monstrous powers but some have to hide from the public after years because of mutations
74 Horper Glopper - has an invisible imp instructing him on recruiting agent of the infernal crusade against the black sphere. Will join desperate adventurers and tries to tempt them into devil pacts for new spells or rescues from tight places
75 Kazeeran Bradlash - necromantic cultist who runs a funeral business. Bodies he buries he uses in experiments secretly in an underground crypt. Hopes to find lost necromancer spells in the wastes
76 Doctor Feelix Strabel - cult leader who poses as a scholar really serves an entity from the outer void who grants the cult strange powers. They hate the cult of the Black Sphere who seek to deprive the hungry beings of entropy from beyond 
77 Kala Zurex - barbarian serving a chaos cult and hopes to convince his tribe who exiled him that daemons can save them from eternal non-existence from the Back Sphere. If exposed as not just a willing hireling will gather the chaos warband under the care of his mutant brother
78 Hebara Gozwonker - saucy barmaid bard secretly serves the cult of the Black Sphere and is keen to learn about what adventurers are up to
79 Janger Krotwinkle - a craftsman with a small shop really is a public supplier for a cult hiding in the ruins
80 Zeela Tranwarg - daughter of a respectable merchant who has been in the service of hell and studied wizardry in the black library. She helps her father and draws customers to his business and he is loathe to marry her off which she approves of being single. She helps visiting cultists as a mail drop and has her own Imp in a secret ruin under the community
81 Hadger Scune - a pathetic shy scarified mutant with a knack for sneaking who steals food from regular folk but knows of several dangerous cult lairs if only people listened to him
82 Eeba Hoe - a bandaged musket-wielding freak who wears a respirator and heavy coat to hide his sores. Scouts for community and observes travellers. May even enter normal communities to trade but won't press luck too much 
83 Porgle Glamfert - tentacled and bulging-eyed hunchback who is kept in a fake cage by a travelling showman. He could escape but the regular food is good
84 Arber Kamlent - has strange mind powers and preaches warnings against deformed mutants he denounces as unclean heretics. Uses influence on to form angry mobs and is loved by bigots and angry intolerant folk who don't realise the unnatural charisma of the fiend
85 Pandran Vould - hides a second face and things moving under skin with a large tattered trenchcoat. At some point they will burst and smaller versions of Pandran will scuttle away 
86 Lundran Vor - hiding mutations just wants drinking money and possibly a cure so the voices end. At some point will scream and skin will split as they transform into a shoggoth 
87 Knorak Pasvar - has yellow gleaming eyes and unatural hypnotic powers used to rob and abuse people. Will try to befriend people to get them alone
88 Heemak Granskel - has a second face on chest they keep covered the whispers evil advice and bullies them  
89 Brunkmar Vod - constantly in pain and highly flammable. It hurts but causes pain. Has been used by cannibals to cook other people and by villagers who locked them in a kiln or used in a forge. Escaped these terrible fates and burned all over and suspicious of everyone. Knows where evil settlers have started on new villages
90 Mikos Butlag - a hidous huge obese idiot, has been adopted as a mascot by villages and adventures for good luck they say follows them 
91 Gool Blortag - grey gnome spy for the Black Sphere cult. Sells maps to adventurers which are deathtraps and sells cursed and poisoned gems  
92 Ebork Klanker - grey gnome from the Underland come to see what naughty stuff the heretics of their people have committed on the surface. Quite shocks but wants proof gnomes are still involved before reporting home
93 Pislar Longwood - elf scout looking for signs of life returning and planting seeds they hope will grow. Believes until plants return the Black Sphere is still consuming life force and will detonate obliterating all life and time
94 Palk Ublar - dwarf here to find metal goods and guns of the ancients for his dwarf city deep underground
95 Hemak Grudstik - orc mercenary just wants money. The wastes of Charginspire are all they know and it seems fine. Doesnt believe human stories of safer nice places
96 Urblat Stankleg - derro pretends to be human here really to position a tracer crystal where it can do the most harm. Once placed underground brethren will project their hate ray to start people squabbling and perish. Should return home after mission but wants to watch and perform some sadistic acts first. Pretends to be a regular dwarf but real dwarves and gnomes will know the lie
97 Shiart Mansplen - a cheeky halfling here to see if the ancients had the secret of alchemical food packed in tins. Wants to try local dishes and record in case the whole world ends up as bad 
98 Kumlo Spurge - a bull headed abhuman berserker who gets mercenary, guard and executioner jobs. Thinks the wasteland is hated for no good reasons 
99 Brodnad Milkspleen - a teenage giant reached 6 foot tall and thrown from town. Seems to be a strong hardy brave lad and has worked for a few parties. Still will rapidly gain height
100 Slune Triskal - half diabolik changeling mostly appears as a thief looking for work away from guilds but can assume devil form with horns, wings, red and jet skin. Actually just wants friends so wont talk about true form. Occasionaly visited by disguised or invisible imp which they hate and try to get rid off