
Last stab at trains got some basic stuff down, and now is the time for more. Players found the working station in the gnome town under the plateau. The Train goes to Trancentral Terminal on the ground floor of Chagrinspire. The Underland loop also passes through.
The Underland Loop goes through the three great caverns (including a gnome city) and back to Trancentral.
The Upper and lower corkscrew spiral lines coil around the outside of Chagrin and spiral through all levels. It may have more military and automated cars. These lines the trains have an engine both ends.
The Wasteland Routes, more infrequent and radiate like a cobweb from the Chagrinspire, connecting the old outpost forts and the next two lines. Most go outward and return. Each side of no man's land has trench trains in the underground hill forts. that loop Chagrinspire. These are the Outer Black Sphere Line and the Allied Barrier Line.
There are rumours that automated systems are digging a new far outer circle line around the wasteland borders. Below Transcentral, there is a vast automated golem factory sending out golem trains and tunnel-expanding crews.
The Underland Loop - Visit the three great caverns
Upper Corkscrew Spiral Line - Visit Upper Chagrinspire
Lower Corkscrew Spiral Line - Visit Lower Chagrinspire
Wasteland Routes - Your Local Wasteland Service connecting outposts
Outer Black Sphere Line - Trench to Trench Fort Fast
Allied Barrier Line - Contain & Destroy Operation Service
These routes appear on posters, magazines, newspapers, signs and other printed items.
The previous posts on tunnels apply, but are more about tunnels outside Chagrinspire.
Previous Train posts apply, but inside Chagrinspire is more likely to be militarised.
Chagrinspire is not as dead as people think. Many mid and upper levels and automated levels are all functional. There may be intact pre-apocalypse levels operating and using aircraft.
d12 Train Types in Wasteland or the Deep
1 Automated short commuter line with bare benches and standing cars
2 Passenger Trains with various classes of car types
3 Mixed passenger and freight cars
4 Cargo train with a variety of freight cars
5 Automaton repair crew and engine, often with a crane and work machines
6 Engineers to work on something needing more precision than automatons
7 Handcar with d4 1=kobolds 2=adventurers 3=orcs 4=scavengers
8 Humanoid warlords out to raid or battle
9 Humanoid warlords transporting goods or people for money
10 Humanoid warlords are moving workers to a dig site for scrap
11 Cultist temple train with supernatural servitors like Diablo Express
12 Supernatural haunted trains, often with ghosts or necromancers
d12 Train Types inside Chagrinspire
(most require 2 engines for the gradient slopes or braking)
d12 Train Types inside Chagrinspire
(most require 2 engines for the gradient slopes or braking)
1 Automated short commuter line with bare benches and standing cars
2 Passenger Trains with various classes of car types
3 Cargo trains with a variety of freight cars for goods
4 Prison transport d4 1=rebels 2=petty criminals 3=suspicious travellers 4=cloned slaves, sometimes prisoners are moved around constantly to drive people crazy
5 Automaton repair crew and engine, often with a crane and work machines
6 Engineers to work on something needing more precision than automatons
7 VIP Train with rich passengers of gnomish aristocracy with exotic guards
8 Livestock Train carries cave cows, giant bugs, worms, frogs and grubs
9 Black Sphere Troop transport (often use commuter or cattle cars), carries armoury and 100 soldiers
10 Black Sphere Secret Police Train with gnome, human clones and automaton troops
11 Black Sphere Wizard Train a special transport for large groups of spellcasters
12 Black Sphere Battle Train with artillery and machineguns and armour on both ends
The Underland Loop
Passes the three great caverns of the deep.
d12 Passengers
1 Gnome Scrappers to or from garbage caverns
The Underland Loop
Passes the three great caverns of the deep.
d12 Passengers
1 Gnome Scrappers to or from garbage caverns
2 Gnome Merchants to or from the city
3 Gnome students to or from school
4 Gnome Fungus Farmers to or from markets
5 Gnome Ticket Inspector looking for fare evasion
6 Gnome Rail Police Squad looking for criminals
7 Gnome engineers on their way to the worksite or station
8 Gnome criminal d4 1=pick pocket 2=con artist 3=gambler 4=prostitute
9 Goblinoids from a goblintown to a work site
10 Orcs from underland civilisation migrating
11 Kobolds, may pretend to be children for cheap fares
12 Dwarves on way from home to a mine
d12 Problems
1 Rail line needs repair (possible ambush)
d12 Problems
1 Rail line needs repair (possible ambush)
2 Train breaks down (may attract trouble)
3 Boiler leak needs repair and water
4 Fire breaks out and is delayed without help
5 Lost a car and needs to go find it
6 Murder most horrid among passengers
7 Automaton or golem engine, out of control or off-course
8 Gunfight or duel among passengers
9 Holdup by a masked gang robbing passengers
10 Monsters loose on a train
11 Cultists on the train
12 Hostile train and crew attack
Upper Corkscrew Spiral Line
People going up tend to go to work or visit somewhere
d12 Passengers
1 Business and bureaucrat gnomes to or from work
Upper Corkscrew Spiral Line
People going up tend to go to work or visit somewhere
d12 Passengers
1 Business and bureaucrat gnomes to or from work
2 Gnome family heading to the airport & airship levels
3 Scholar magicians to or from education and research facilities
4 Black sphere secret police gnomes with automatons
5 Automaton labourers on the way to work
6 Robed gnome wizards & sorcerers on the way to a think tank
7 Gnomes with Arctic survival clothes and air masks
8 Clerks and scribes off to work
9 Cloned human police and stewards patrol train
10 Cultist spies seeking secrets
11 Gnome detective and automaton sidekick
12 Gnome tourists from the Underland
d12 Problems
1 One of two engines was failing, so the train slowed
2 Train stops to allow the priority train through
3 Police search for illegal performance-enhancing potions
d12 Problem
1 Speed gets too high and breaks are squealing
Wasteland Lines
Radiate from Transcentral and connect each outpost. Most routes connect several to the outer edge of the wasteland. Many connect to the Trench Lines. Most are not active as the outposts are mostly controlled by enemies. The lines run weekly, and the tracks and lighting are of poorer quality. These lines also connect to drains and service tunnels and roaming pedestrians may be in these lines.
d12 Problems
1 One of two engines was failing, so the train slowed
2 Train stops to allow the priority train through
3 Police search for illegal performance-enhancing potions
4 Poltergeists from long-dead youths harass passengers
5 Surly kobolds vandalising seats and drawing on walls
6 Air quality is poor due to the smoke of poor air
7 Track allocation error, heads back to start or wait
8 Delay for special passengers
9 Rogue train on the line, proceed with caution
10 Giant worms or centipedes on track require extermination
11 Giant spiders boarded the rain for food
12 Gnomish saboteur suicide raiders from the black sphere cult
Lower Corkscrew Spiral Line
People going down tend to go home after work or be deployed somewhere. Sometimes goods or creatures from anywhere in the world could be taken from the airship port on the upper levels.
d12 Passengers
1 Workers returning to their homes
2 Clerks and scribes returning home
Lower Corkscrew Spiral Line
People going down tend to go home after work or be deployed somewhere. Sometimes goods or creatures from anywhere in the world could be taken from the airship port on the upper levels.
d12 Passengers
1 Workers returning to their homes
2 Clerks and scribes returning home
3 Black sphere secret police gnomes with automatons
4 Gnome troubleshooter on a mission outside the tower
5 Tourists on the way home
6 Gnomish celebrities swarmed by fans
7 Trained ape porters with baggage in little suits and caps
8 Mechanic crew on the way to the project
9 Black sphere secret police squad with gnomes, humans and automatons
10 Millitary cadets on an excursion
11 Gnomish Widows Association outing
12 Captives arrived by air, being taken to the underworld to be sold with guards
d12 Problem
1 Speed gets too high and breaks are squealing
2 Hobos board a train and roam for food and crime
3 Salesmen posters for nicknacks or scams
4 Prostitutes looking for lonely travellers
5 Striking workers singing songs loudly
6 Monsters from far, far away land escape a crate
7 Drunken tourists shouting and want to party
8 Schoolchildren returning from boarding school are very excited
9 Deranged automaton
10 Shapeshifter eats someone
11 Some feuding passengers want a duel with a gun or a sword
12 Train searched for spies by Secret police
4 Prostitutes looking for lonely travellers
5 Striking workers singing songs loudly
6 Monsters from far, far away land escape a crate
7 Drunken tourists shouting and want to party
8 Schoolchildren returning from boarding school are very excited
9 Deranged automaton
10 Shapeshifter eats someone
11 Some feuding passengers want a duel with a gun or a sword
12 Train searched for spies by Secret police
Wasteland Lines
Radiate from Transcentral and connect each outpost. Most routes connect several to the outer edge of the wasteland. Many connect to the Trench Lines. Most are not active as the outposts are mostly controlled by enemies. The lines run weekly, and the tracks and lighting are of poorer quality. These lines also connect to drains and service tunnels and roaming pedestrians may be in these lines.
d12 Passengers
1 Mercenaries
1 Mercenaries
2 Scavenger gangs 1in4 are mutants
3 Kobolds graffitiing
4 Orcs clan migrating
5 Adventurers
6 Slavers with prisoners
7 Undead, possibly a haunted car
8 Ticket Inspector & automatons
8 Ticket Inspector & automatons
9 Rail police flexing their control
10 Cultists in robes with a prisoner
11 Rail Police Automatons
12 Black Sphere Secret police
d12 Problem
1 Bandit train attack
d12 Problem
1 Bandit train attack
2 Humanoid warlord borders
3 Track sabotaged for an ambush
4 Cultists board to convert unbelievers
5 Swarm of vermin invade the train
6 Tunnel blocked or bridge down
7 Fungus overgrown
8 Partially flooded tunnel, so go slow
9 Monsters board for food
10 Rogue automaton or golem
11 Train redirected into a strange tunnel
12 Alternate route due to accident ahead
Outer Black Sphere Line - Trench to Trench Fort Fast
Allied Barrier Line - Contain & Destroy Operation Service
Outer Black Sphere Line - Trench to Trench Fort Fast
Outer Black Sphere Line - Trench to Trench Fort Fast
Allied Barrier Line - Contain & Destroy Operation Service
Outer Black Sphere Line - Trench to Trench Fort Fast
Goes in a loop through the hillforts inside the great trench lands. Has connections to outpost fortresses and the waste lines.
d12 Passengers
1 Undead soldier (forts hill forts are full of undead)
1 Undead soldier (forts hill forts are full of undead)
2 Scavengers 1in4 mutants
3 Frog or Fish folk marines hunting gnomes and humans
4 Adventurers
5 Orcs 1in6 clones troopers gone feral
6 Mutant chaos cultists
7 Beast folk abhuman war bands
8 Repair Crew of mechanics or engineers
9 Black Sphere Secret Police
10 Black Sphere troopers
11 Black Sphere human cloned soldiers
12 Black Sphere Death Squads
d12 Problems
1 Magnetic mines on track need clearing
d12 Problems
1 Magnetic mines on track need clearing
2 Aggressive undead soldiers attack
3 Spirits of dead soldiers screaming and moaning
4 Ambush on blocked tracks
5 Tracks fitted with explosives by Orc raiders for an ambush
6 Hostile train tries to chase and the crew aboard
7 Rogue flesh golems from the waste boards to kill and eat
8 Wight trench fighters attack to slay the living
9 Raiders use gas or smoke bombs and board trains in masks
10 Predatory slime monsters boarded the train
11 Swarms of vermin board and move through carriages
12 Guard rang the emergency stop bell
d12 Allied Barrier Line - Contain & Destroy Operation Service
d12 Allied Barrier Line - Contain & Destroy Operation Service
This is the outer hill fort line overlooking no-mans-land, built by allies against Chagrinspire. It does get maintained by undead but the Black Sphere seem to repair stuff unless shot at.
d12 Passengers
1 Allied soldier cult in ancient uniform from long lost bunker people
1 Allied soldier cult in ancient uniform from long lost bunker people
2 Crusaders of the remnants of the Empire, lost but survived by riding trains
3 Dwarven heroes off to destroy Chagrinspire
4 Barbarians on the way to kill wizards and works of literate people
5 Scavenger clan 1in6 mutants
6 Cultists seeking long-lost occult secrets and sacrifices
7 Wasteland farmers taking food to market by this secret route
8 Alchemist guild agents exploring the rail lines
9 Slavers guild transporting prisoners or slave assassins hunting adventurers
10 Surprised pilgrims crossing the wasteland for the church by this miraculous chariot
11 Tourists from the underworld gnome city
12 Subterranean humans d4 1=migrating 2=lost 3=escaped slaves 4=hunting meat
d12 Problems
1 Rogue flesh golem just wants to kill and eat and rampage with other golems
d12 Problems
1 Rogue flesh golem just wants to kill and eat and rampage with other golems
2 Ghoul soldiers kill a team boarding the train, hunting the living
3 Food car shortage and many passengers are complaining and irritated
4 Rogue automaton soldiers board and attack
5 Black Sphere clone orc troops raid the train
6 Warlords train in pursuit
7 Supernatural train in pursuit
8 Cultists seek to take over the train for a new temple by anointing it in blood
9 Undead soldiers using a train to move forces, smelly and cramped
10 Lost gnomish school child up to pranks
11 Train attacked by giant insects
12 Beast folk abhuman horde attack and try to board train
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For when you need the party to do something
d12 Living Hazards of Underground Trains
1 Gigantic carnivorous grey worm (was once a corrupt wizard)
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For when you need the party to do something
d12 Living Hazards of Underground Trains
1 Gigantic carnivorous grey worm (was once a corrupt wizard)
2 Gigantic carrion worm or tunnel worm
3 Gigantic centipede or millipede with occult demon tatoos
4 Gigantic fungus needs clearing off the tracks, attracting giant bugs and flies
5 Tunnel Wyrm, a wingless dragon adapted to tunnels or a giant snake
6 Gigantic tunnel slime or jelly blocks passage, and hungry
7 Gigantic tunnel rats with 10HD and know tunnels well
8 Train wreck on the track is really a house mimic
9 Many swarms of one vermin type flood the tunnel
10 Giant vermin all over the slimy tunnel service
10 Giant vermin all over the slimy tunnel service
11 Huge monster dead (possibly with wrecked train), blocking tracks
12 Possibly thousands of foot-tall gremlins swarming over the area with pet rats
d20 Lost Line Discoveries
1 Abandoned train, requires fuel and service to awaken the golem engine
2 Bunker door of an isolated faction in hiding since the Apocalypse War
3 Bunker door opens to a haunted ruin with undead
4 Bunker of degenerate cannibal bunker people
5 Handcar (Kalamazoo) operated by zombies or kobolds
6 Station is now part of a hidden colony of humanoids
7 Station is now a cult temple
8 Depot for automated train servicing, automated workers turn hostile if their work is bothered
9 Secret tunnel into an abandoned secret police station, often with automaton guards
10 Underground stations connected to the surface
d20 Lost Line Discoveries
1 Abandoned train, requires fuel and service to awaken the golem engine
2 Bunker door of an isolated faction in hiding since the Apocalypse War
3 Bunker door opens to a haunted ruin with undead
4 Bunker of degenerate cannibal bunker people
5 Handcar (Kalamazoo) operated by zombies or kobolds
6 Station is now part of a hidden colony of humanoids
7 Station is now a cult temple
8 Depot for automated train servicing, automated workers turn hostile if their work is bothered
9 Secret tunnel into an abandoned secret police station, often with automaton guards
10 Underground stations connected to the surface
11 Large stations with abandoned shops and d4+1 lines d4+1
12 Tribal cave folk live in a station and come here to paint monsters they fight
13 Workers complex for tunnel construction with tools, junk and canned food
14 Tracks were blocked with a concrete buffer recently, the tunnel continues onwards
15 Wrecked armoured train torn into several parts, remains of gun turret in the mess
16 Flooded station occupied by frog or fish folk
17 Station overgrown with fungi, giant bugs, goblins and faeries
18 Tunnel is filled with the meat of some vast subterranean horror or perhaps a manifestation of Xor, the meat god. Some hungry mouths and tentacles might awaken if bothered
19 Sinkhole to the underground vault of reptilian civilisation with domestic dinosaurs
20 Mutant hero can no longer move and is protected by its cult
d20 Wasteland Station Decor
1 Ornate staircase
12 Tribal cave folk live in a station and come here to paint monsters they fight
13 Workers complex for tunnel construction with tools, junk and canned food
14 Tracks were blocked with a concrete buffer recently, the tunnel continues onwards
15 Wrecked armoured train torn into several parts, remains of gun turret in the mess
16 Flooded station occupied by frog or fish folk
17 Station overgrown with fungi, giant bugs, goblins and faeries
18 Tunnel is filled with the meat of some vast subterranean horror or perhaps a manifestation of Xor, the meat god. Some hungry mouths and tentacles might awaken if bothered
19 Sinkhole to the underground vault of reptilian civilisation with domestic dinosaurs
20 Mutant hero can no longer move and is protected by its cult
d20 Wasteland Station Decor
1 Ornate staircase
2 Wooden escalators
3 Elevators, 1in4 functional, shaft reachers upper and lower levels
4 Murals of the ancient faction that lived here
5 Used as a military camp. Some ammo and rations can be found. 1in6 are still close
6 Rest Room with nice chairs, magazines and newspapers, and dust
7 Unisex bathrooms with d4 1=giant spider 2=goblin attendant 3=skeleton with bag of 3d6gp 4=automaton attendant also for coins cuts hair and shaves guests
8 Baggage Locker with barred gate and trolley for bags inside. Outside the gate door are several banks of smaller lockers
9 Vending machine golem or one-armed bandit golem
10 Cafeteria, possibly occupied by monsters or some plucky local, with a dozen outside tables
11 Prison cell, possibly with bones or occupants if the station is still used
12 Merchant caravans stop and camp here
13 Guard Room now occupied by d6 1=guard automaton 2=ghouls & a ghast 3=orc family 4=trolls 5=ogres 6=minotaur
14 Kiosk stall operated by d6 1=mutant selling alchemist potions 2=scavenger selling scrap 3=goblin selling food 4=kobold selling tiny weapons 5=gnome selling guns 6=cult wizard selling petty magic items and scrolls
15 Humanoid warlords operate the station and charge trains to stop and for supplies
16 Faction or monsters booby-trapped the station with traps and spells
17 Haunted by spirits or corporeal undead, but there will be treasure on some
18 Graffiti over every surface and wheel marks from a kobold scooter gang. 1in6
19 Gnome station attendants care for and operate the station. They have a telegraph machine to call trains and for help. They keep giant bats to carry packages, ride around tunnels and milk. A squad guards station, d4 1=clone orcs 2=clone humans 3=automatons 4=goblinoids
20 Cultist shrine, possibly a crude assemblage or something more impressive for pilgrims, may have cultists in attendance and killing them will make the cult your enemies (they use divination)
d20 Other Train Types
1 Dwarf Train of miners or scavengers has adapted a dwarf steam train to Chagrinspire gauge with a fire salamander boiler.
2 Gnome Postal Train from the Underland City deliver parcels and letters and some freight. Creatures even post their children and livestock. May also have passenger cars and take long meandering journeys over the wastes
3 Fungoid Train a living mushroom train with mushroom folk, sporelings, giant bugs, vermin swarms and goblins. Some have fungoid zombies
4 Hospital Train with nurses, stewards and soldiers off to some accident clean up
5 Mechanics train off to fix something with their automaton vassals
6 Engineers train with construction automatons, a crane car and loads of building materials
7 Gnome Anarchist Revolutionaries on a rampage for anarchy and destroying the machine! But they do like trains and zooming around the wasteland, murdering and robbing Black Sphere forces. They will ally with mutual enemies and preach lawlessness for freedom
8 Scavengers Train operated by a clan of scavengers 1in4 are also mutants with a car of toxic alchemical waste. They raid easy targets and plunder the garbage of the ancients, and are ruthless unless you save them
9 Alchemist Train with guild agents and musket men, led by a d4 alchemist, seeking magic secrets. They deal with slavers and mining guilds in the wasteland and move chemicals and slaves. They also release exploratory teams
10 Magician Train - with a lab, library and temple cars, all decorated in occult signs and severe angular streamlining. These serve the Black Sphere, providing mobile magical education and
11 Slavers Train - used as part of a global slave trade, even when the surface is unsafe for them, their train knowledge is superior. As nations close borders for slavers, their rail network lets them reach local human traffickers
12 Meat Train - the alien spirit of flesh Xor, has overcome a Train Golem, and now this living fleshy train is occupied by slimes and worms and lice. Canibalistic savages wearing human leather clothes and covered in tattoos, often have filed teeth and piercings. They seem to raid for prisoners, whom they infect with Xorian mutations or send to their home dimension for absorption
13 Underland Circus train a bit lost with exotic dungeon monsters and clown abhumans and mutants
14 Feral Golem Train with automaton servants, rails for fuel and parts. Wants to liberate magical machines and recruit automatons
15 Death Guard Flesh Golem War Train, some home flesh golems have gone psychotic and learned to operate the train, which soothes them somewhat. They love the bells and whistles and raid for fuel for their train, killing and eating any opposition; Horns on the train signal for golems to disembark and plunder or return. They have become conditioned by the train. Some control centre somewhere might actually direct them
16 Water train is often used by frog and fish folk to invade the inner rail network. They started with water cars and then flooded other cars and brought pond weed and bugs and worms. They deliver water to outposts, some used to breed sleeper armies for future expansion
17 Bug Train inhabited by bug abhumans, and the train is a gargantuan caterpillar or centipede or worm. Some humans, scavengers and mutants have joined them and ride worms to battle. Frog and Fish folk have united to battle and enslave bugs and worms
18 Necrogolem Train made by necromancers from fused flesh of mostly humanoids and crewed by evil wizards and their mobile school. They want to uncover the secrets of annihilation from the Black Sphere. They question corpses before processing into train flesh and keep skulls of useful corpses to question later
d20 Other Train Types
1 Dwarf Train of miners or scavengers has adapted a dwarf steam train to Chagrinspire gauge with a fire salamander boiler.
2 Gnome Postal Train from the Underland City deliver parcels and letters and some freight. Creatures even post their children and livestock. May also have passenger cars and take long meandering journeys over the wastes
3 Fungoid Train a living mushroom train with mushroom folk, sporelings, giant bugs, vermin swarms and goblins. Some have fungoid zombies
4 Hospital Train with nurses, stewards and soldiers off to some accident clean up
5 Mechanics train off to fix something with their automaton vassals
6 Engineers train with construction automatons, a crane car and loads of building materials
7 Gnome Anarchist Revolutionaries on a rampage for anarchy and destroying the machine! But they do like trains and zooming around the wasteland, murdering and robbing Black Sphere forces. They will ally with mutual enemies and preach lawlessness for freedom
8 Scavengers Train operated by a clan of scavengers 1in4 are also mutants with a car of toxic alchemical waste. They raid easy targets and plunder the garbage of the ancients, and are ruthless unless you save them
9 Alchemist Train with guild agents and musket men, led by a d4 alchemist, seeking magic secrets. They deal with slavers and mining guilds in the wasteland and move chemicals and slaves. They also release exploratory teams
10 Magician Train - with a lab, library and temple cars, all decorated in occult signs and severe angular streamlining. These serve the Black Sphere, providing mobile magical education and
11 Slavers Train - used as part of a global slave trade, even when the surface is unsafe for them, their train knowledge is superior. As nations close borders for slavers, their rail network lets them reach local human traffickers
12 Meat Train - the alien spirit of flesh Xor, has overcome a Train Golem, and now this living fleshy train is occupied by slimes and worms and lice. Canibalistic savages wearing human leather clothes and covered in tattoos, often have filed teeth and piercings. They seem to raid for prisoners, whom they infect with Xorian mutations or send to their home dimension for absorption
13 Underland Circus train a bit lost with exotic dungeon monsters and clown abhumans and mutants
14 Feral Golem Train with automaton servants, rails for fuel and parts. Wants to liberate magical machines and recruit automatons
15 Death Guard Flesh Golem War Train, some home flesh golems have gone psychotic and learned to operate the train, which soothes them somewhat. They love the bells and whistles and raid for fuel for their train, killing and eating any opposition; Horns on the train signal for golems to disembark and plunder or return. They have become conditioned by the train. Some control centre somewhere might actually direct them
16 Water train is often used by frog and fish folk to invade the inner rail network. They started with water cars and then flooded other cars and brought pond weed and bugs and worms. They deliver water to outposts, some used to breed sleeper armies for future expansion
17 Bug Train inhabited by bug abhumans, and the train is a gargantuan caterpillar or centipede or worm. Some humans, scavengers and mutants have joined them and ride worms to battle. Frog and Fish folk have united to battle and enslave bugs and worms
18 Necrogolem Train made by necromancers from fused flesh of mostly humanoids and crewed by evil wizards and their mobile school. They want to uncover the secrets of annihilation from the Black Sphere. They question corpses before processing into train flesh and keep skulls of useful corpses to question later
19 Experimental Golem Train - metallic frame and shell surrounding cloned golem flesh. Operated by science gnomes. The train screams and sobs for death
20 Monster Train is mostly automated, with caged monsters taken to points for release. Some gnome alchemists supervise the unloading and keep monsters alive. Also have automaton guards and a car with a crane for unloading huge creatures. Sometimes they collect monsters for study in the deep
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I will probably merge these tables with some prior ones in the future.
Im trying to make some maps like rail maps and logos.
HD & AC of golem trains?
Maybe do a slaver train and detail slaver units at same time
20 Monster Train is mostly automated, with caged monsters taken to points for release. Some gnome alchemists supervise the unloading and keep monsters alive. Also have automaton guards and a car with a crane for unloading huge creatures. Sometimes they collect monsters for study in the deep
--------------------------------------
I will probably merge these tables with some prior ones in the future.
Im trying to make some maps like rail maps and logos.
HD & AC of golem trains?
Maybe do a slaver train and detail slaver units at same time
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