Saturday, 9 March 2024

Freaks of the Chargrinspire Cursed Lands





































These are tables to generate interesting mutant freaks. Use as a template for a gang or roll for each freak in a gang who somehow have stuck together. They might make a flashy mercenary team.

The longer people live here the more run down and worse they become. Not being covered in mud makes you stand out as new. Some groups of these mostly humanoids conform to type. Others vary more with influences like mutations or maybe mixes of multiple peoples. Perhaps two tribes united to survive. Some tribes are all escaped slaves who became a family while prisoners.

Usually, two mud-encrusted demoralised gangs meet and rolls are made for detecting encounters and reactions. Quite often one or both sides attack. One wins often by numbers or luck. Often both sides back off. Reactions here are cursed and often leaders use their CHA mod in either direction on the reaction table just specify as a plus or a minus. 

Morale is extra important here as may will flee instead of all die. Gunfire alone intimidates lesser disciplined enemies. Morale is also good to see if your henchmen behave honourably with prisoners or captured treasure.

d12 Reactions in Charginspire
1 Crave for blood and charge enemies like maniacs screaming
2 Creatures crave violence and prepare an ambush or coordinated attack
3-5 Creatures yell abuse and shoot in the air and may attempt to control strategic ground
6-8 Creatures hide and take cover and will flee if face superior numbers

9-11 
Creatures halt to identify who they encounter and flee superior enemies or talk to allies
12 Creatures call for a truce or cease-fire possibly to trade or talk about how the war is going

d12 What are they doing here?
1
 Came here to die gloriously in battle against the forces of nullification
2
 Came to raid and loot but have struggled to survive and regret coming here
3 Came here to raid but were tainted and feared their kinsmen would shun them as tainted
4 Refugees from wars outside the region thought passing through here was a good idea, now they just want to escape
Came to raid and loot but remained and mixed with other peoples a generation ago
6
 Generations have been trapped here and have more in common with locals now
7 Generations were raised in ignorance of their own past, they only know war now 
Descended from combatants of the ancient apocalypse war
9 Descended from servants of the Charginspire complex and its vast network of tunnels and complexes
10 Came as raiders and looters but cursed and could not find way out, regret they are adapting and fitting in
11 Created recently by ancient machines and equipped and sent to kill any armed persons ot wearing the same uniforms or gang colours
12 Created by wizards using machines of the ancients and escaped servitude, know memories are false and now wary of magic

d12 What do we do with wizards gang?
1 We cut out their hearts and behead them with a shovel and burn the remains
2 We crucify them where the mutants of the wastes devour them quickly
3 We collect their brains and bottle them and take them to a wizard we know
4 We cut off their hands and tounges and beards
5 We make wizards into dust for medicinal and magical purposes
6 We impale them to stop their evil plans once and for all
7 We will force them to help us enter the black mountain so we can destroy the ancient weapon
8 We will force them to remove our curses, mutations and all our problems really
9 We will make them kill our enemies and make us strongest
10 We will sell them to any cult or wizard-buying slavers we can find
11 We will make them grant us endless wishes or they will die
12 We will take them to the vault door at bunker No19 and leave them tied up there (all repeat exactly). They don't know why they do this

d12 Basic Weapons
1 Rocks, clubs and sticks, possibly slings
2 Spears, javelin or darts and a hatchet
3 Shortbow and dagger
4 Target shield with axe or war or sword or spiked club
5 Shortbow and shortsword and small shield
6 Crossbow, polearm and dagger
7 Chain, flail or net and trident
8 Musket with bayonet 
9 Pistol with sword 
10 
Blunderbuss or firelance
11
 Martial arts possibly staff or one exotic weapon
12 Pistol, dagger, +d4 grenades or incendiaries

d12 Advanced Weapons
1 Revolver 2d6 shots
2 Needle Pistol d10+5 shots
3 Rifle d10+5
4 Machine Pistol d10+10 shots
5 Carbine d10+10 shots
6 Flare Pistol d6 rounds
7 Shotgun d6 rounds
8 Automatic Rifle d10+5
9 Sub-Machine Gun 20+d10
10 Vibro Sword d10 minutes left of d10minutes battery, 
11 Ray Pistol 3d4 shots
12 Lightning Gun d4 shots d4 shots

d12 Basic Dress
1 Naked
2 Torn and muddy rags with bandages and leg wrappings
3 Animal hide and moccasins
4 Leather armour
5 Chainmail armour
6 Mixed armour pieces AC d4+2
7 Ancient muddy millitary uniform with fancy epaulettes
8 Wood, bone and scrap armour AC d4+1
9 Ancient officer dress uniform with cuirass chest plate
10 Crude battered plate armour in need of repair AC+6  
11 Crude archaic plate like a pot belly stove +6 double ENC
12 Quality plate armourwell maintained +7

Headgear
1 Bare or cloth headband with insignia
2 Ancient cloth millitary cap with insignia or cultist hood
3 Outrageous flamboyant large hat with feathers
4 Leather cap with spikes on top
5 Leather cap with horns
6 Steel cap
7 Steel cap with cheek guards 
8 Steel bucket helmet with eye slot
Steel helmet of the ancients with strap
10 Steel bucket helmet with movable elongated faceplate and ridiculous crest
11 Mask from some cult + roll a d10 here again
12 Gas mask + roll a d10 here again

d12 Ancient Relics
1 Flak Vest +5vs bullets 
2 Steel water bottle or mess kit
3 Flash Light with d6 hours of fuel cell 12 if recharged
4 Steel folding trench tool d6 damage as a club or hand axe
5 Bullet Mould and 2d4 ENC of lead
6 Surgeons kit and d6 healing potions d4 potency
7 Folding telescope or binoculars or periscope
8 Radience Suit +5 AC vs energy weapons +3 Resistance to radiance and auras and they do minimum damage, silver jumpsuit
9 Salamander Suit +5AC vs fire weapons +3 Resistance to fire and it does minimum damage
10 Radio picks up ancient automated broadcasts, powered by them minutes vigorous cranking per hour
11 Box of ancient d4 fragmentation hand grenades
12 Flame Thrower with d6+1 shots

d12 Ancient Trinkets
1 Patriotic medal of forgotten ancient kingdom
2 Coins of the ancients 3d100 copper 3d6 silver d4-1 gold in ammo tin
3 Ancient chess pieces d4 made of strange ivory-like material
4 Deck of ancient printed playing cards
5 Broken wrist clock with luminous numbers with silver band
6 Strange metal disc with grooves a sound recording system of the ancients
7 Ancient magazine with strange images d4 1=army report 2=propeganda 3=smut 4=sad letter from home
8 Dimly glowing ancient fuel cell for hand-held device in good condition and charged
9 Ancient millitary flag possibly on an ornate pole or spear
10 Ancient Manual illustrated by some strange means d4 1=fitness and bodily development 2=why we are at war  3=sad poems 4=alchemy textbook
11 Tinned rations of ancients, d4 alchemical muck taste bad but nutritious
12 Ancient tinned luxury item d4 1=fruit cake 2=roast chicken 3=shredded ham 4=spicy meat stew

d12 Regular Mutant Stuff
1 Sack with 2d4 root vegetables d4 1=potatoes 2=carrots 3=parsnips 4=beetroot
2 Sack with d4 large slightly wormy vegetables d4 1=pumpkin 2=cabbage 3=melon 4=marrow
3 Sack of pots, skillets, wooden spoon and iron cleaver
4 Sack of human and mutant body parts salted
5 Wormy cheese, weevil bread in a cloth bag
6 Sack of barley grains
7 Mud hog heads
8 Cooked giant rats 2d4
9 Tinderbox, flint & steel, a bundle of garbage for kindling
10 Small cult statuette 
11 Sleeping roll with fleas and smells bad
12 
Jar of giant bee honey d4 doses d4 1=hallucinations 2=heals d6 3=detect magic for hour 4=cure disease

d10 Quick Tribal Subtypes
01 Bestial Hordes
02 Path of Flesh
03 Alchemical Fiends
04 Vege & Fungi
05 
Machine
06 Necro
07 Cursed
08 Humanoids
09 Demihumans
10 Ancients

d100 Freaks of the Chargrinspire Wastes
01 Rat folk abhuman, carries disease and resistant, spawn of the Rat God
02 Serpentine abhuman often wizards searching for knowledge and may be in disguise
03 Stag abhumans with antlers hateful of humans whom it blames for apocalypse
04 Dog abhumans former slaves now mostly hate human oppressors
05 Reptilian abhumans on pilgrimage to kill enemies of life
06 Pig abhumans hate humans for past slavery and love to eat human flesh
07 Lamprey abhumans think other species are food and serve the great worm death god
08 Rabbit abhumans hate humans and dogs for hunting them in the past
09 Raven abhuman beast folk love to snack on things in the mud and corpses
10 Bat folk abhumans feed on ample insect life but one tribe are vampires and killers
11 Faceless mutants with magic powers who shapeshift into humans to get close to eat them
12 Fleshy oozing mutants who merge into each other to form giants or heal each other
13 Horrible writhing fleshy legless monstrosities who move like worms and have tentacles for arms, they crave human flesh and have unnatural crude lusts, they gibber insanely and drool 
14 Headless mutants with faces in their chests, fierce warriors who dislike humans
15 Bandaged mutants with elongated tongues and can move fast on all fours, excellent trackers when waving tongues in the air
16 Humanoid-appearing mutants and when up close turn inside out and try to steal human skin
17 Humanoid mutants covered in piercings and occult tatoos who are blind but smell their prey. Their teeth are disgusting with bleeding black gums 
18 Protoplasmic mutants who adopt human form to get close enough to absorb people, they even retain some memories of their victims
19 Dripping stinking bloated mutants swarming with flies and carrying disease, some have open cavities leaking intestines or even colonies of worms 
20 Eyball headed abhumans with a telepathic hive mind, people they kidnap they painfully operate on victims to make more eyball abhumans. They have become interested in wizardry 
21 Grey skinned hairless abhumans created from alchemical processes in great jars, they rebelled long ago against human masters
22 Wild eyed mutants with shocking hair, when they see enemies begin eating alchemical pills and and injecting potions to release their hideous mutations
23 Devolved into hairy ape-like abhumanoids in experiments and primitive weapons. They prefer natural materials and are skilled with using fire in warfare
24 Lumbering faceless abhumans vomit streams of acid to attack, then drink up juice through an elongating facial tentacle, often they wear robes and when they die turn into vapour. Live in worst toxic places and defend them
25 Hideous morlocks who burrow under the wastes and try to harness ancient secrets, especially in the field of mind-effecting weapons that create fear or anger. They kidnap surface people to experiment on and eat. They even keep colonies of humanoid "eloi" cattle. Created as underground servitors
26 Awful ogres, bloated, muscular, drooling and flatulent. Once human abusers of alchemical body-building formulas now hunting for raw protein like humanoids 
27 Short people once humans who abused shrinking potions too much and know little of halfling culture. They often have mutations and are resentful against "dirty big un bastards"
28 Wizened but spectacularly muscular barbarian geriatrics out for glorious death before their bodies fail 
29 Barbarian abhumans made by alchemists for conquest long ago. The barbarians revolted and now kill all spell users. All spell casters are witches by the code, and so are potion users and pedlars and gun wielders. 
30 Trolls a living cancer create for war at the twilight of the trolls. There were once many troll species now most are rare or sleeping in stones 
31 Root-headed abhumans with varied tribes or turnip, carrotm, parsnip, tunip and beet tribes. While the next generation grows they wage war with anyone
32 Tree people are in a sad state having been poisoned by the local soils and rain. Many who can leave do, others looking a mess blend in with the cursed landscape. Often they gather in groups and may attack anyone harming a tribe member
33 Mandrakes once just very magical herb since then they have grown and become ambulant 
34 Migrating vegetal abhumans covered in slime or moss or lichen often live in bogs and made up of a complex ecosystem of swamp life created for amphibious warfare but they escaped, cooperative for food gifts otherwise not friendly
35 Rose-headed vegetal abhumans that throw darts they grow daily. They are hostile to meat life and will attempt to corral and farm such creatures. Will have guardian plant creatures to support them. Different colours hate each other 
36 Mushroom folk come in various tribes and colour schemes and are mostly peaceful guardians and gardeners of the Underland forests. Goblins treat them with deference as they improve the ecology for hunting. Occasional colonies try the surface world but its a bit of a challenge being delicious
37 Toadstool folk are especially mean and bitter fungus abhumans who grow in caves and raid the Underland and surface for nutrients. They often live with dark elves and are used as guards. They have bitter wit and say mean hurtful things in battle
38 Humanoid mass of roots off to explore the surface world for colonies 
39 Humanoid mass of mould and fungus created as servants of the Yellow Demon God. Some branch into dream magic
40 Humanoid mass of slime colonies formed to spread the colony as they wander   
41 Cyborg humanoids bodies jacked by machine implants or biological weapon surgically replacing a hand d4 1=light SMG 2=bayonette 3=spiked club 4=compact flamer pistol
42 Ancient cyborg troops who have now replaced everything with machines, still in uniform and fresh out of the bunker seek a forgotten target a century too late
43 Crude medieval surgery and alchemy made humanoid creatures made to fight and it was a disaster for them. Each required two standard human to create one from its cruel process
44 Gang who have all had transplants from golems to gain amazing abilities but has left a shed full of unhappy golem heads. Gang lord it over everyone with their muscles and magic
45 Colonial swarm of glistening cogs inside magical glass skin an experiment in replacing biological creations. There are cyborgs of this type who replace some limbs and organs
46 Mechanical soldier automatons built by ancient factions exterminating fleshy weaklings on battlefield, may have a vehichle
47 Clanking automatons built from garbage by previous generations seek other magic machines to salvage for parts
48 Biological android soldiers grown in vats and ready in uniform seeking enemies from centuries ago
49 Cyborg undead soldiers from an ancient black tech program, tissue is dead animated by machine parts
50 Service android has upgraded itself from basic plastic to realistic love sythflesh love androids. Gangs wander seeking improved android bodies to jack  
51 Undead abhuman ancient soldiers in uniform with muskets and bayonets
52 Shambling necro mutant gang shuffling and plague carriers, when die arise as zombies
53 Ghouls commanding zombie and skeleton troops dressed as d4 1=officers in cuirass and helmet with sword 2=pistol, whip and fancy cap 3=Scythe and shroud 4=feral in shredded uniforms crazed for meat 
54 Bandaged mummies from crypts with ancient magic weapons
55 Hideous screaming wights the terror of the night insane with hate for a living
56 Skeletal soldiers with spears, copper axes and remnants of bronze age technology
57 Spore zombies with mushrooms growing from bodies
58 Vegetal zombies with roots and branches growing from head like antlers
59 Shadows roaming hungrily for victims
60 Ghouls glowing and screaming while hunting in packs
61 Squid faced amphibious abhumans who worship a distant sea daemon and crave brains
62 Fish faced abhuman hybrids with old marine uniforms and tridents who kidnap victims to share their fish curse. A fish cult aid them infiltrating humans  
63 Frog faced abhumans cursed by use of frog grog and swamp weed over generations, mostly in wetlands and every few years have a population boom. They notoriously deal in drugs through the frog cult
64 Glutinous giant soldiers, fed experimental synthetic food and now roam wastes eating people. Horrible naked giants are often covered in gore from victims 
65 Baby faced abhumans with chubby limbs crazed with urge to eat meat, often cry to lure victims to ambushes, made as form of humiliation
66 Surgical composite abhumans from many animal species as experiments. The creatures create more of their kind with cruel surgery
67 Wild folk abhumans with green vegetal fur growing on them, live in vegetation and protect nature from harm
68 Lycanthrope clan who use human form to get close then turn into their animal form to eat and devout victims
69 Vampire thralls hunt in service to a master who is safely in a buried crypt
70 Necro mutants who look human when well fed but grow emaciated if hungry and if don't eat a persons eyes, tongue, brain and major organs and body fat in a d4 days they no longer look human and if a d4 moredays pass they shut down into a sleeping state that can be revived with human sacrifice. Many resent their curse but live with it anyway
71 Mixed gang of goblinoids formerly worked for faerie now feral bandits
72 Goblin gang mutated and now serve chaos. Some carry magical mushrooms
73 Hobgoblins in remains of ancient uniforms and steel helmets with muskets and bayonets marching under the banner of hell
74 Orc barbarians who slay anything they can in the wilderness as a trial of adulthood
75 Kobolds a sort of nasty mine brownie used as servitors in the tunnels under the wasteland. Many have gone feral in the waste and enjoy the ceaseless war and breeding
76 Bat riders goblins who roam the night and carry messages in the wastes
77 Wolf riders goblins are expert archers from wolfback who love raiding the wastes
78 Mushroom cult goblins live with various mobile fungi creatures as domestic pets and they seek to spread magic mushroom forests
79 Trolls with most are on small side and dressed as humans until they get close, larger trolls will be hidden in the rear and will move in to flank enemies meeting their smaller kin
80 Bugbears head hunters skulking around for an ambush, have hidden shrines full of heads
81 Dark dwarves who dwell under the wastes and require slaves for labour and food
82 Mountain dwarves who come to the wastes to slay chaos and darkness
83 Grey gnomes often with an ancient working vehichle. Gloomy and miserable  d4 1=mole machine 2=airship 3=halftrack 4=armoured car
84 Evil gnomes with black caps use poison and paralysing crossbow bolts. Seek slaves for their underground settlements and use shrink potions to get slaves inside   
85 Dark elves with undead thralls here to plunder knowledge and and stop the forces of Chargrinspire
86 Forest elf hunters here to kill defilers of nature and ancient evils
87 Grey elf seers from across the sea here to hunt and kill evil
88 Gloomy underland elves investigating the surface to see if the apocalypse is over
89 Halfling survivalists somehow manage here hunting and scrapping relics and burrowing defective bases
90 Woodland gnomes come to clean up poison soils and plant trees, often saddened by the futility of the task and regret 
91 Giants were bred by ancients to wage war and gangs of young ones might pass as large humans. They tend to not worry about gear they will grow out of so trade it for food. The larger ones tend to move to more mountainous terrain. Many move goods for smaller allies
92 Abhumans made by hybridizing a human with a metallic elemental. Intended to be ceremonial guardsmen in some decadent ancient regime. Later models were lighter and anodised for hot new colours
93 Clone soldiers in uniform, decanted from vats in underground complex armed with muskets and driven to kill other armed or uniformed minions
94 Elemental abhumans kindred to one element made as troops by ancients d4 1=fire use incendiaries 2=earth are sappers 3=water are marines 4=air type are dropped from the air like paratroopers (other para and quasi elementals may exist)
95 Crystalline silicate abhumanoids are part of a great alchemist machine under the mountain that seems to direct the underworld. Some learn magic to seem human and are less alien
96 Ice abhumans from a plane of cold brought here for winter warfare operations. They trashed their uniforms preferring barbarian splendour. They reject the millitary objectives wizard machines send them in their sleeping dreams and are keen to kill any they meet
97 Lava abhumans are created to survive in molten lava when they mature. They use primitive weapons made of volcanic glass and petrified dinosaur bones, the best ones are enchanted
98 Animal Spirit Folk are secretly magic-talking animal changelings who can adopt human form to live among humans. Created from the souls of animals by the ancients to serve as scouts and spies. Some came from outside the region and are here to fight evil and denounce local claims
99 Elemental Spirit Folk are secretly talking elemental changelings created to be intermediaries between humans and elementals in the workshops of the ancients. They stick to their own elemental kin mostly and hide from possible enemies
100 Outer Spirit Folk are earthborn hybrid offspring of outer planar beings like angels, devils, deva, archons, demons, faerie, daemons, daimon. They can shift into a usually smaller true planar form and have wings

Tuesday, 5 March 2024

Flatspur and Shankheim - Home Bases for Chagrinspire

 

































Flatspur and Shankheim
These are the two closest settlements to Gharginspire. Both terminate trade routes and inhabitants of each dislike the other. Lots of my Murder Hobo shanty town posts work for Shankheim. Some of my other village tables work better for Flatspure. My hellish portal village might fit in this region.

Flatspur
This village begun as a place for scrappers to trade and rest before taking goods to civilisation. About thirty years ago refugee farmers from the Empire civil war came and began growing crops here. They domesticated the mudhogs and have made the village grow. There is a scrapyard and a well-established market for traders to come selling civilisations luxuries for relics of the old world. Locals are neutral but recognise the law and light cults help keep away local evil. The village is walled with scrap and rubble and rusty iron slabs, 

Town Hall with courthouse, sheriff's office and cell
Mayors House with 3 servants and a coachman
Church of Light where a holy healer preaches
Shrine to lost scavengers and graveyard
Village Store with trader family
"Scrappers Arms" Inn where traders and travellers stay and locals drink
Scrappers Guild operates a junkyard and evaluates treasures
Barn for mudhogs for when the weather strange or enemies threaten
25 farmhouses with their own mudhog sheds

Local Prices
Hog Jowls 3cp
Hog Feet with turnips 2cp
Jellied Hogflaps 3cp
Pork Pie 3cp
Steamed Turnips (2) 1cp
Cabbage soup 1cp
Cabbage & Pork 3cp
Turnip & Bacon stew 2cp
Cabbage Beer 1cp (causes flatulence)
Imported Beer 1sp
Turnip Wine 1sp

The best Mud Hog meat goes to merchant caravans making return trips
Cabbage Beer gets sold to Shankhiem
The smith can repair weapons and armour and make basic items
If Mud Hogs are brought to civilisation they will become feral and live in sewers happily

d12 Local Rumours
1 Mudhogs are the only survivors from the old times here 
2 Wizards and cults for ages have tried to discover the mountains secrets
3 More settlers here will only bring doomsday closer
4 Digging scrap is dangerous and always be ready to hide or flee
5 Many old magic items and relics of ancients are cursed
6 If mutants capture you they will turn you into one of them
7 Things found buried are best left alone
8 Cultists hide among visitors quite often and are up to no good
9 They say the mountain is full of gnomes
10 If you awaken an ancient machine don't run back here so it can follow you
11 The wasteland is crawling with strange undead by night
12 Strange poisons and weapons salvaged from the mud are best shunned

d12 Local Complaints
1 Orcs are out there watching us preparing for a great charge
2 Beast folk greedily want our village and eat us
3 Outsiders can never be trusted
4 Civilised people are weak and demanding troublemakers
5 Undead will eat us all one night
6 Someone among us is a monster in disguise
7 Beware the mark of the mutant among us and the wasteland marauders
8 Shankheimers are all criminals and wicked who are always plotting to rob us
9 Secret cults are everywhere and even among us now
10 The world is ending, the mountain will awaken to destroy everything
11 Nobody really knows what happened here long ago, its all lies
12 Gnomes caused the apocalypse, everybody knows it

d12 Flatspur Encounters
1 Guards on patrol for suspicious characters
2 Merchants selling goods from civilisation
3 Former scavengers begging for food
4 Preacher warns against cults of chaos and darkness
5 Mudhod herder with several hogs
6 Drunken scavengers spending their earnings
7 Mercenaries looking for work
8 Villager informant of bandit gang looking for victims
9 Elderly gossip keen for new material  
10 Elderly jobless offers services
11 Young scrapper offers to be a local guide
12 Shifty stranger watching new arrivals
 
Shankheim
A seedy village operated by a crime guild here to scavenge ancient scraps of metal and other relics. They also work with local bandits and criminals who prey on scavengers based outside Shankheim. The crime guild is a branch of a gang operating through Auldwood to the west and the north. The guild also welcome cults who pay well for their depraved requirements. The local scavengers breed giant rats for food andthey don't require much labour. As villagers are all trained thieves they perform well at their looting. The people of Flatspur are considered weaklings. Most victors notice the seedy nature of Shankheim and use the Ouroborus Inn or they leave. There is no open scrapyard like Flatspur, all scrap goes into the guild hall for study and shipped away by the merchants affiliated with the guild. There is also no defensive walls as the Guildmaster has made deals with monster factions. 

Guild Hall used by merchants, mercenaries and criminals
Guildmasters House with 6 servants and a coachman (all thieves)
Witch House where a village healer lives  
The Guild Store is operated by the guild master
Rats Arse Inn where shifty strangers come to stay with a fighting pit for brawlers
Ouroborus Tavern where traders stay, run by a bard unaffiliated with the guild
Five Fingers House of Sin a gambling house and brothel owned by the guild
Huge rat shed where giant rats are bred for food
16 farmhouses with their own giant rat sheds

Local Prices
Rat Jerky 2cp
Roast Giant Rat 3cp
Smoked Giant Rat 5cp
Rat Kebab 2cp
Crow Pie 4cp
Rat Stew 2cp
Rat n Cabbage Wrap 2cp
Carrot Soup 1cp
Cabbage Beer 3cp (causes flatulence)
Imported Beer 10cp 
Radish Wine 1sp (nasty stuff most cant swallow)
Horse Bread 4cp (for horses or poor)

Local weapons and armour are battered and worn with hasty repairs, many are found in excavations and rusty. They are more likely to import or make bad repairs.

d12 Local Rumours
1 Strangers all stay at the Ouroborus Inn and mind their own business
2 You should talk to the guild master strangers, he will sort you out
3 Visitors to town don't last long, especially if they ask questions
4 Best return to where you came from stranger 
5 Careful you ask to see a rat before you eat one, mutant ones taste bad
6 The old witch can cure your ailments and remove curses
7 Damn the guild they take everything and give us nothing
8 Dont cross the guild master, any who do get fed to the rats 
9 Big rat harvest coming soon, the smoked ones are best
10 If you need money the guild will lend you money or make you earn it
11 There are some gangs in need of strong silent violent types
12 Get out of town, just go now while you have a chance
 
d12 Local Complaints
1 The guild master says I've barely paid off the interest for the food I owe
2 I am so sick of eating rats, nobody has propper food without a fortune
3 I thought I'd be able to trade my way out of here but even the merchants are in the guild
4 Those cultists have the strangest demands but they sure do have money
5 There is a plateau on the mountain with ruins, I've seen them
6 If I never see mud again it will be too soon
7 Flatspur folk are so weak we should just go and take them all as slaves
8 I thought I'd get the freedom to do as I wished but the guild own everyone
9 All the weird bodies I've found in the bog, still they make good rat fodder
10 They say you can have any pleasure at five fingers but who can afford it
11 You would think with no law we could do as we please and stab anyone but nope
12 The guild master's servants, all killers of the worst kind 

d12 Local Encounters
1 Wary merchants arrive and head straight to the Oroborus Inn
2 Shifty man stabs a local in the neck then guards beat him and throw them in a rat pit
3 Locals screaming at each other and throwing dead rats at each other  
4 Robed weirdo gives a strange gaze 
5 Guildmaster giving a speech beseeching loyalty to the guild or else
6 Scrappers with a load of stinking corpses for the rat farms
7 Scrappers bringing excavated relics to the guild 
8 Sickly scavenger sitting by path dying of a disease
9 Traveller asking about missing friends last seen here
10 Robed cultists being sold supplies for a wasteland treck
11 Slavers selling labourers to a scrapper gang
12 Farmer selling top quality breeding giant rats

Saturday, 2 March 2024

Chagrinspire

 



























Chagrinspire
Mud, Misery & Madness
The Chagrinspire is a mountain famous for its dark storm clouds purple lightning and strange auroras. Long ago a dark band of alchemists began work on a doomsday device. As the various peoples of the world learned of this they united and amassed the largest armies ever known. All alignments and peoples who did not wish the universe destroyed were united. Orcs and elves were side by side with dwarves, trolls, goblins and humans. Necromancers and priests of good even cooperated and failed together. The war raged for years in a race to stop the doomsday device. Millions died. The lands around the mountain are choked in ruins and mud and remains of dead. Many of the inhabited villages and towns in outlying areas were once waypoints for massive armies that poured to their doom.

There was no evil mastermind or evil god or demon responsible. A dark school of alchemists united with evil gnomes from the Underland and began their master plan to destroy the universe, gods and all to place their chosen beyond the reach of death and the flaws of matter forever. The material of the multiverse and the souls of every being in it were to be fuel for the doomsday creation of a great black metal sphere that scholars today know little of. The greatest wonderworkers of magic and even the gods could not stop this. Nobody quite knows what happened to end the threat of Chagrinspire. Some say the loss of resources and lives on both sides destroyed everyone. Others believe the lives lost were part of a sacrifice and the great black sphere is still awaiting its destiny.

The lands for hundreds of miles around the Chagrinspire are still scarred and wretched to this day. People and other beings still live in the region still shunned by the civilised peoples. Many humanoids live in foul places where humans cannot. This was so long ago most have no knowledge of it. Such lore is forbidden in many lands and the script of the dark alchemists is a sign of witchcraft in many lands.

But as memories fade some scraps of magic have been found on the magic black markets. local villages like Flatspur and Shankheim have become bases for looters gathering remains buried in mud and shattered ruins. Most only plunder the surrounding outposts and battlefields but some have even begun climbing and searching the mountain again despite brooding weather and dangers.

Basics of the setting
This is a post-apocalyptic world made to put the merely grim and dark fantasy worlds to shame. It is a squalid and filthy land of dispair that sucks the life from surrounding lands. The common folk are ignorant and indifferent to the history of the land. They just want to live free of famine, plague and mutations.

From Flatspur and Shankheim desperate people are exploring the muddy ancient battlefields looking for scrap metal and magic to sell. Many people here were banished exiles and outcasts from civilisation. It's the same for many monsters here but they cope better with the horrific landscape of torment.

The ancients were more advanced and among the ruins and battlefields are remains of machines and weapons strange to modern peoples. As the war was so long and destructive the technology and magic became increasingly backward and the last battles were fought with clubs and stones while the first had vast iron land leviathans, blackpowder, germ bombs and hellfire. Flying machines and automatons of the doomsday cult killed millions. Some of this technology could be recovered and operated and possibly replicated. Outside the region of Chagrinspire such arts and sciences are shunned as blasphemy.

Will explorers find wealth and glory or could they reset the countdown to the nullification of all reality? Or will they die in a ditch with all the nameless corpses before them.

d12 Weather
1 Light showers and intermittent sunlight or moonlight
2 Clear skies an occasional blessing
3 Grey cloudy skies with infrequent fingers of light peeking through
4 Wind and dust storms that dump toxic soil over the land
5 Light mists at dawn and dusk with grey clouds in between
6 Thick pea soup fog that blocks visibility and muffles sound
7 Gloomy dark clouds surround the mountain circling it eerily
8 Heavy rain all day that turn ground into mud
9 Acidic burning rain that can ruin crops and buildings unprotected
10 Vast black moving clouds that are in fact flies
11 Strange violet and cyan auroras that affect magic
12 Violent storms with purple lightning

d12 Terrain
1 Shattered woodlands of dead trees and mud
2 Stubbly grasslands or poor soil where crops can grow poorly
3 Black stinking marshlands choked with corpses
4 Broken rocky ground with cliffs, canyons, mesas and rubble
5 Fetid wetlands of sickly greasy streams and foul lakes
6 Mudfields where battles fought with craters, trenches and ruins
7 Grim woods choked with thick thorns, sinister trees and life 
8 Saltflats where ancient toxic waters long ago dried up
9 Toxic zones of volcanic craters, ash, sulphur and boiling mud
10 Sprawling ruins of ancient forts and supply bases choked in mud, craters and rubble
11 Radiant fields which glow by night, with shattered, burned out and poison crystals 
12 Mountains of jagged glassy cliffs and crumbling slopes


Some Locations:
Lead Hills, Cinnabar Slopes, Bismouth Crags, Dankmire, Ashen Plains, Vile Hills, Putrid Marsh, Corpse Fields, Apocalypse Hills, Crater Fields, Poison Peaks, Fang Gulley, Smoking Valley, Choking Hills, Cadaver Flats, Misery Valley, Burning Plains, Nightmare Valley, Scar Creek, Offal Bogs, Stinking Medows, Fever Stream, Defenestration Rock, Witch Hill, Blood Hills, Vomit Lake, Bile Stream, Phlegm Pass, Pustule Valley, Bubo Lake, Plague Pass, Heartache Pass, Massacre Valley, Weeping Sore Hills, Woeful Pass, Sorrow Hills, Squallar Cliffs, Sordid Samp, Skank Marsh  

d12 Colours
1 Dun 
2 Ochre 
3 Beige
4 Umber
5 Mauve
6 Rust
7 Bile
8 Moss
9 Lichen
10 Ash
11 Bone 
12 Black

d12 Ruins
1 System of trenches often boobytrapped
2 Underground bunker complex
3 Fortified outpost 
4 Watch Tower
5 Defensive wall
6 Battered factories
7 Blasted village
8 Shack built from debris and garbage, possibly hidden
9 Wrecked war machines
10 Crashed airship
11 Burned-out land leviathan
12 Crumbling citadel or castle

d12 Hazards
1 Sucking bog
2 Mud or rock slide
3 Covered pit 
4 Snares or other simple traps
5 Toxic fungus
6 Stinking miasma
7 Barbed wire or thorn hedges
8 Land mines
9 Cloud of d4 1=fog 2=poison gas 2=smoke 4=flamable gas
10 Sinkhole into cave or complex
11 Acid rain or burning gas or boiling geyser
12 Waking war automaton

d12 Common Finds
1 Long dead mass of exposed dead soldiers
2 Scattered body parts 
3 Broken weapons, sometimes intact 
4 Pile of skulls
5 Unexploded shell or bomb
6 Soldiers kit d4 1=Trench tool 2=gas mask 3= 4=
7 Remains of metal cars or horses
8 Shattered artillery gun
9 Helmet or cuirass badly damaged
10 Cache of d4 1=food 2=ammo 3=first 4=aid kits
11 Flooded trench full of floating mould and corpses
12 Garbage mound is nest of a swarm of d4 1=rats 2=bugs 3=maggots 4=flies

Encounters of outer regions
Any animals or even people may have minor mutations or diseases
For low levels use only one creature or make them have low morale or even damage
For higher levels increase numbers add mutations

d12 Day Encounters
1 Wild dogs, jackals or wolves
2 Rats, giant or swarm
3 Flesh eating flies, giant or swarm
4 Nervous scavengers looting
5 Chaos hunting zealots (barbarians or crusaders)
6 Pathetic mutant looking for food
7 Gang of ravenous mutants
8 Gang of kobold hunters
9 Beast folk hunters
10 Beetles, giant or swarm
11 Giant vultures
12 Orc warband

d12 Night Encounters
1 Hyenas
2 Panther (lone ambusher)
3 Bats, giant or swarm
4 Mutant war band
Orc warband d4 1=Bloody Bones 2=Night
6 Zombie or skeleton soldiers
7 Ghouls, if a pack is ed by ghast
8 Ogres hunting
9 Cultists 
10 Beetles, giant or swarm
11 Slime or ooze or jelly
12 Lesser demon or devil looking for something

d12 Unwelcome Secret Cults of Charginspire
1 Underworld Death Cult Templars in black robes who lead undead 
2 The 
Slime Gods Cult seek to restore the primordial slimes to renew the world by raising slime monsters, hybrid elementals and mutants. They are infamous kidnapers
3 The Machine cult who seeks to restore ancient factories and weapons and automatons. Many cultists have non living body parts made like golems. They need forced labourers
4 Carrion Cult of Bird folk come here to feast and find treasures and the old magic dolmen stones
5 Cult of the Worm seek to raise the worm gods over other life 
6 Cult of the Amphibian of humans, frog folk, hybrids and were frogs and their various pets and drug trade
7 Cult of Chaos seek to destroy the world to save surrounding cosms, so they send 
hordes of mindless mutant maniacs
8 Cult of the gun wear masks to roam the waste and shoot anything they deem impure. Each cult has a cannon or mortar they use for sieges and often for hire. Guns all have demon faces faces
9 The cult of Hell instigated some of this mess aeons ago and now come offering to help people with pacts to hell and friendly familiar imps to do all your chores
10 The Black Sun seek to incubate the last brood of their dread gods in the sun for the apocalypse
11
 The Plague Cult Seek to cleanse the old world with plague 
12 The Black Sphere Heretics of Chagrinspire serve to restore the Black Sphere

d12 Tolerated Cults of Charginspire
1 The Green Gods of nature and their druidic cult are here to restore fertility
2 Seers of the Eye who send observers into the region to report on certain signs or evils return
Cults of Light are here to heal the sick and protect the weak from evil
4 The Thunderer who set the swirling black storm clouds around the Carginspire
5 Cults of Law who purge mutants, witches, undead and otherworldly evils
6 Air cult come to help protect settlements from miasmas and deal with the winds
7 Earth cult come to purify the earth to help farmers grow food
8 Fire Cult came to burn away the wicked and the alien now act in secret as occult vigilantes
9 Water Cult came help purify water and keep communities alive
10 The Bard of the Gods a trickster who aids gods and heroes and carries messages and magic secrets
11 The hunter who brings herd beasts and slays monsters
12 Spirit Cults for ancestral, natural and minor land spirits administered locally by Shamen

d12 Visiting Factions
1 The Alchemist Guild seeks materials and magic of the fallen civilisation and experiment
2 The Mercenaries Guild expanding on the frontier anywhere fighting required
3 Merchants Guild opening new trade routes and reaching new resources
4 University of Ravenstien seeks lost lore and ancient books and acts like the Magicians Guild
5 Rangers of Auldwood send agents looking for signs of future enemies or conflict
6 Explorers Society seeks to map places and visit hard-to-reach locations for glory
7 Mechanists Guild seeks to understand the machines of the ancients
8 Green Dawn a movement of elves and druids seeking to purify the wasteland for settlers 
9 The Astronomers Guild seek advanced star lore of the ancients
10 The Beast Keepers Guild seek exotic creatures and the means to modify creatures for menageries and bloodsports
11 Slavers Guild find lots of runaways and worthless people here to kidnap 
12 Crime guilds of spies, assassins and bandits are gathering 

Mutations
These offer the weak and downtrodden survivors a chance to get revenge. Chaos gangs are common and these will have a few minor mutations and the sub bosses will also have a major mutation. Many creatures embrace mutations to survive knowing mutants are tougher than most humans. Bigger bosses have more major mutations and maybe some other character class levels.

d12 Common Minor Mutations
1 Gasmask for face
2 Polypous Tumours +d3 HP
3 Drooling or nose running phlegm or foaming at the mouth
4 Consant flatulace or diarreah
5 Weeping smelly sores
6 Extra fingers or toes or tail
7 Weird gibbering voice
8 Hairy all over
9 Cyclops
10 Extra metre tall or short
11 Skull is a helmet +1AC
12 Slimy moist skin like slug

d12 Common Major Mutations
1 Mechanical body parts
2 Extra d4 horns, tusks or antlers
3 Replace limb with d3 tentacles, 3 long 
4 Crab claws or spike club limb d6 unarmed
Mechanical body parts +1 Might +1 AC
6 Fire breath 3 range 2d6+HD half if save d3 uses day
7 Leap +1 range (3m)
8 Heal d6 damage with meal and rest 3x day 
9 Baleful gaze 3m range save of flee d3 rounds if 4HD or less 3 x day
10 Acid blood, non-magic weapons save or -1 to hit till fixed per blow
11 Trumpeting cry can be heard 1km away outdoors 100m indoors
12 Prehensile tongue 1 range can use an attack to grapple or hold 1H object 

d12 Mutoid Gang Encounters
1 Brutal gang of dim-witted thugs with clubs and rocks who eat people 
2 Shy gang smart mutants in hiding may help dim-witted strangers
3 Abhuman beast folk warriors with mutations
4 Gang of escaped hospital patients from a mad surgery wizard
5 Gang of filthy miserable cannibal clowns in a travelling kill circus
6 Armoured mercenary mutant land knights with swords and pistols 
7 Mutated chaos templars corrupted to darkness on the forbidden mountain
8 Plague mutants seek to capture and infect to judge the pure 
9 Necro mutants in service of necromancers who direct undead troops
10 Golden beautiful mutants of LAW come to judge the impure and save the universe by putting it in stasis forever. They have seen the law and it is written
11 Mutant orcs embracing their new forms, united against orc tribes and barbarians
12 Reptilian mutation gang exposed to the mutagen gas attacks of the serpent folk alchemists, may use dinosaur mutants as allies

Coming
Local Communities
d100 Mutant Maniacs
d100 Wasteland Weirdos
d100 Structures
d100 Encounters

Exilon Urban Encounters


Patreon Update
new 3fold series of dungeon enhancing kits - the first one is monster generators inspired by Gauntlet. I'm also working through books bit at a time now as more manageable. So this current work is for my Exilon setting and the current update is 123 pages. Will be adding a chapter or two a month and adding to bit by bit instead of trying to make huge books like I did early on all at once.

Other Stuff
My band in Japan now so no 1-2 music sessions a week. Was in an Adelaide Fringe show which was fist time on stage for 7 years or something. Have some more game-writing gigs and some frog-raising 3folds for non-gaming to do. Met lots of comedians and smart ppl. Lots of gaming in Jan but it's fading a bit now for reasons like finding time, medical and other drama. Having another crack at online gaming, but in part, gaming is to get away from consoles and hang with friends.

I have stupidly started a new campaign setting. After playing Turnip28 I'm inspired to make a grungy fantasy environment full of mud, madness, mutants, misery and anachronous tech. Also, a bit inspired by Gus L ruined old magic tech stuff. I have put my unused tablet in bed so I am using my tables her on my tablet to generate a mega-dungeon using the setting. Looking for a name not done already and and ot a slur. More soon on the new setting.

For record in my game witchcraft is unlawful magic especially mind control or harming others. Witches could be innocent victims, angry vindictive people with a spell and short temper or part of a sinister coven of evil.

d10 Quick Types of Urban Encounters
1 Crime
2 Beggars
3 Traffic  
4 Labourers
5 Commoners
6 Markets
7 Military
8 Religion
9 Nobility
10 Supernatural

d100 
Urban Encounters
01 Pickpockets possibly children
02 Con artist trying to sell "magic potions"
03 Desperate robbers with clubs and knife
04 Child offers to be guided (leads you to gang ambush)
05 Starving gang demands food
06 Gangs fighting in the street
07 Mob chasing a young thief
08 Black market dealer in the alley
09 Thugs looking for work
10 Selling fake lucky charms and curse tablets
11 Old begger offers to tell your future
12 Children begging for food
13 Disabled war veteran
14 Beggar with fake injuries
15 Begger with puppy
16 Beggar with thieving monkey
17 Beggers offer to sell child
18 Church charity collecting aid for poor
19 City charity giving bread to poor
20 Agitant preaching unrest to a hungry mob
21 Trader selling snacks from a small pushcart
22 A donkey wagon of food driven by slave
23 Merchants with donkeys or camels of goods
24 Ox team with sledge and labourers moving heavy goods
25 Labourers carry a small boat
26 Chariot with driver with whip carrying officer
27 Donkey battlewagon with crew and VIP
28 Popular chariot racing team with a handsome driver
29 Merchant caravan with a train of livestock, guards and slaves
30 Enterage of slaves carrying noble on palenquin
31 Line of slave porters with bundles
32 Workers working on a building site
33 Labourers moving bricks to construction site
34 Workers cleaning up burned or collapsed building
35 Angry man selling slave on the street at low low price
36 Chained prisoners of war moving to site of hard labour with soldiers
37 Boy cries news about new exotic slaves for sale
38 Ceremony of freedom for slave, formally joins the family household
39 Servants cleaning and repairing a building
40 Workers cleaning the street
41 Water-bearer selling drinks
42 Gossips talking local news on the corner
43 Youths gang drawing on walls
44 Prostitutes in upper windows wave to men in streets
45 People playing board games
46 People gambling with knucklebones
47 Man taking bets for some upcoming events
48 Zealot trying to enrage mob against someone
49 Mab complaining tp block prefect trying to calm them
50 House boarded up due to plague deaths
51 Merchants discussing news over some beers
52 Merchant guards talking bandit troubles
53 Shopkeeper beating child servant
54 Magistrate listening to plaintiffs pleas with the crowd
55 Guards looking for troublemakers
56 Packed crowds for bargains
57 Merchant offers mysterious foreign goods
58 Theif being beaten by mob
59 Merchant selling ancient petty treasures dug up by tomb robbers
60 Auction house announcing new goods for sale
61 Soldiers searching for escaped slave in area
62 Soldiers decapitate criminal and put head on spike as a warning
63 Drunk soldiers out on town easily provoked
64 Mercenaries looking for a goof time or work offers
65 Barbarian allies of city looking amazed at city
66 Recruiter for army or mercenaries shouting work offers
67 Guard being beaten by sergeant for slacking off
68 Criminals being whipped for petty crimes
69 Marching soldiers block street
70 Soldiers block streets while searching several blocks
71 Popular preacher with followers and commoners listening
72 People bowing before idol in alleyway 
73 Portable shrine and priests blessing locals
74 Priest healing the sick
75 Acolytes led by priest
76 Proscesion with temple statue, musicians and singing followers
77 Important priest on palanquin and guards
78 Famous priest d4 1=seer 2=witch hunter 3=excorcist 4=saint with followers
79 Witch trial in process for unlawful spell casting against a citizen
80 Priest warning about supernatural evils
81 Noble patron with entourage listening to locals problems
82 Nobles and followers feud and blocking streets (possibly in palanquins or chariots)
83 Noble being cheered by commoners as followers give bread and beer to mob 
84 Magistrate and guards inspecting a scene of some local problem
85 Tax collectors and soldiers shaking down anyone they can for loot
86 Guards keep rif-raff from an amazing-looking party for the rich
87 Stunning noble youth in Palanquin winks and drops a small fresh clay tablet
88 Important noble and huge entourage and troops block the street
89 Member of the royal family with guards inspecting the area and waving to a cheering mob 
90 Violent mob fighting guards of an angry noble who is trying to get away
91 Angry mob grabbed someone and claims captive a practitioner of witchcraft
92 Wizard and followers inspecting newly arrived goods of trader
93 Apprentice wizards out drinking on a day off from school
94 Excorcist at work hunting a poltergeist gets a crowd
95 A witch being burned or drowned for casting a spell on a neighbour
96 Crazy begger trying to warn people about a shapeshifter
97 Weeping landlord wants to help to get spirits out of haunted murder house nobody will rent
98 Seer warning people of impending doom with a large hushed crowd
99 Person telling of a ghost they recently saw with worried crowd
100 Succubus/incubus in the guise of a human looking for victims to seduce

Tuesday, 20 February 2024

Dungeon Walls, Ceilings & Floors

One track up on Bandcamp - four on youtube 
- my band in Japan without me now maybe next year if i get shit together and prices don't get worse. Two eps and album soonish and art done. Sadly i could crank out audio tapes with my current system.

Playing two marvel games i GM and Ravenloft dnd5 currently
Off to play renegade legion tuesday and ravenloft after 
Have an offer for DnD but i kinda like sunday at home 

Just use a d6 for your less weird dungeons.

d12 Boring Walls
1 Air vent
2 Dripping water and moss
3 Torch bracket with torch
4 Scrawls d4 1=gang faction signs 2=cult praise 3=slander 4=sexully crude
5 Blood splatters
6 Crumbling mortar and salt-damp
7 Manacles possibly with skeleton or corpse
8 Skulls set into wall niches (ancestors or captives)
9 Idol set into walls
10 Target for archery practice or darts, often with r=enemies face depicted
11 Shelves with candles, mugs, bottles and a mushroom
12 Thick fungus and tree roots growing from the wall

d12 Posh Walls
1 Glazed bricks with depictions of creatures and ancient writing
2 Painted mural scenes of d4 1=underworld 2=paradise 3=creation 4=apocalypse 
3 Glazed cones stuck in plastered walls making colourful dot patterns
4 Polished stone such as marble with frieze of relief art where meets ceilings
Fresco paint on plaster with scenes of hunting or fishing and wild creatures
Relief stone carvings of d4 1=depictions of the gods 2=religious orgy 3=extinct creatures 4=ancient treaty in a d4 languages usually lores or declaration or memorial
Mozaic glazed tiles with d4 1=patterns 2=beasts 3=athletic youths 4=gladiators fighting
8 Paintings in frames d4 1=portrait 2=landscape 3=beasts 4=feast scene
9 Text carved in stone walls about d4 1=king 2=religious 3=empire 4=prophecy
10 Water feature such as d4 1=fountain 2=water basin 3=pool 4=bath or toilet, once wooden additions might have made more private. Decorated with shells 
11 Painted relief sculpture in walls depicting with magical lighting d4 1=ancestors 2=gods 3=rulers 4=nymphs and other mythical creatures having an orgy
12 Illusions of past life and the seasons in a loop cycle with music, play a d10 minutes at a time so you might have to watch lots to see every bit (its an educational trick) but maybe just give viewers a massive lore dump rather than play or roll this out 

d12 Weird Walls
1 Wall has a secret door to d6 1=escape passage 2=hiding place (perhaps a monster) 3=small room with spyholes 4=furnished room 5=opens into next room 6=cell 
2 Wall has a secret switch that rotates a section of wall and floor into an adjacent room
3 Doors lock, spikes come out of walls and they close in - stop by d4 1=bracing walls 2=unlock door 3=secret door 4=secret reset switch
4 Unsound and weak enough can easily be smashed through with some labour into another area. Too much damage and the ceiling might collapse. If walls in the area are usually thick, then possibly there is damage from later tunnelling or excavations
5 Trapped and a large area of pressure plates are in front and possibly bait d4 1=shoots swarm of poison darts 2=shoots crossbow bolts 3=releases monster from secret door 4=wall collapses like a deadfall
6 One-way illusion, creatures on the other side see through it
7 Magic metal barrier with the right key vanishes revealing an open area or another room
8 Wall is alive and slimy to the touch possibly a shapechanging monster or covered in an ooze or slime blended in or some other creature hidden flat over the wall
9 Wall has magical artworks that can come to life or be entered into weird looping pocket universes or even a demon prison. Magic items or sometimes spirits may create this effect by entering the artwork and making it a home 
10 The wall is a teleporter pad and touching it sends you elsewhere
11 Wall is different and created by a spell or item later than the room was built and possibly left by a visiting wizard d4 1=wall of stone 2=wall of iron 3=wall of wood or roots 4=wall of force 
12 Wall is a magical barrier to another area and may have a means to bypass it. Created by high-level magic. d10 1=fire 2=blades 2d8 3=ice 4=darkness 5=bones 6=water 7=living vines 8=spirits or shadows 9=insect swarm 10=lightning arc

d12 Boring Ceilings
1 Damp spots, drips in rain and in need of repair
2 Cobwebs and spiders
3 Splattered food or blood
4 Candelabra or lantern hook (might have a pole)
5 Cloth banner covers plain ceiling
6 AIr vent often over fireplace or stove
7 Large crack you could fit an arm in
8 Patch of moss or slime or fungus
9 Sooty patches from torches and fire
10 Lumps of dried faeces were thrown here in a game
11 Bat nesting area with a vent they use
12 Trapdoor to something above
 
d12 Posh Ceilings
1 Glazed tile mozaic
2 Painted scene of d4 1=afterlife 2=sky 3=gods looking down 4=night sky stars
3 Decorative carved patterns
4 Decorative patterns painted or made with tiles
5 Tiny gargoyles in each corner
6 Vaulted arched ceiling extra 3-6m high
7 Cloth banner hanging covers the ceiling with heraldic beasts depicted
8 Fanciful candelabra and mechanism to lower it with rope to light
9 White lime and plaster surface and a permanent light spell
10 Painted map of the known kingdom or the world at the time it was created
11 Lit with a permanent light spell with the polished reflective metal surface
12 Coloured glass or crystal panels with light spells make colourful lights

d12 Weird Ceilings
1 Has a secret trap door
2 Ceiling is trapped with a mechanical hazard like a deadfall
3 Doors lock and ceiling lowers, may have pop-out spikes
4 Ceiling is really some awful camouflaged monster
5 Ceiling has concealed murder holes and a chamber above used by attackers
6 Painting of gods on the ceiling, their eyes eerily follow you as if watching
False ceiling is an illusion concealing a hiding place for goods or an attack or to spy, it may have a secret entrance in a passage somewhere 
8 Artwork on the ceiling causes paralysis if you look at it and fail a save (or some other spell)
9 Scene of apocalyptic prophecy, maybe explorers recognise places or people
10 Animated scene of d4 1=creation 2=battle 3=constelations in the sky 4=dancing nymphs in paradise
11 Scaffolding up to the ceiling for repairs or artworks, possibly occupied and fortified by creatures who demand a toll 
12 Creatures or warriors depicted in painted ceilings may once a day jump down to attack intruders. If they die they return to the art and are reborn the next day. Some might beg for release
 
d12 Boring Floors
1 Dirt and dust
2 Filth and garbage
3 Mud and sewerage
4 Dusty cobblestones
5 Sand possibly with footprints
6 Gravel and small stones

7 Planks over mud to prevent slipping
8 Several inches of dirty water
9 Mould and fungus
10 Straw and filth
11 Bricks and mortar
12 Crude stone worn with use 

d12 Posh Floors
1 Fitted wooden floorboards 
2
 Slate sheets
3 Mozaic tiles with a scene of d4 1=gladiators 2=heroes 3=monsters 4=nature
4 Polished stone floor 
5 Coloured tiles forming geometric patterns like checkers perhaps
6 Carved marble with a decorative ceremonial pool or fountain
7 Shrine to lesser divinity or hero set into a memorial on the floor
8 Stunning red marble floor is pleasantly warm to the touch
9 Secret trapdoor to a staircase in floor worked into a geometric design
10 Carpets with colourful geometric designs and soft and silent to walk on
11 Wood or stone geometric tiles with ornate vegetal and animal motifs
12 Geometric marble tiles play music as walked over such as a trumpet fanfare

d12 Weird Floors
1 Hidden pit trap with d6 1=spikes 2=snakes 3=undead 4=automaticly seals to imprison 5=to lower level 6=slide to cell in lower level
2
 Spikes stick up to injure feet if the trap is set off or a thin layer is broken through, 1in4 poisoned
3 Floor is covered in some horrible living creature in disguise
Floor pattern is a trigger for a trap d4 1=gas 2=darts 3=release creature 4=spell
5 Secret trapdoor to d4 1=hide 2=ambush 3=store goods 4=escape
6 Electric shock on anyone touching the wrong tiles
7 Illusion floor drops victim into a lower level or sinkhole cave
8 Illusion floor covers hazard pit d6 1=spikes 2=lava 3=acid 4=critter swarm 5=slime 6=water with creature
9 Teleporter pad concealed in ornate floor design
10 Tile floor is a magical puzzle where the wrong tile activates a spell like a magic missile
11 Floor incorporates a binding symbol and releases a summoned creature that attacks the first people it sees
12 Weird magical effect d6 1=nulls magic 2=reverse gravity 3=pocket dimension trapped in loop if door closed 4=corpses left here become undead 5=holy zone repels undead and planar evil (or opposite) 6=Illusions turns everyone back to doorway they came in

Monday, 19 February 2024

Gates for settlements and forts



Doing some basic decor and dressing tables again.

This is for gates and walls around cities and towns. Most only have a few like a castle might only have one. A city may have even seven. This is to generate some gates for a community and a city may have a mixture of different gates some smaller ones might be just for elites and harder to find. 

I may have to creat a bunch of castles this year and some towns.

How many wall types in use? 
Can be different districts or multiple defensive layers
Village d3-2 use bottom of size range
Town d4-2 usually average of size range
City d4-1 possibly max size range

D12 Walls Types
1 Vegetal 1-3m high and wide scrub, a hedge of thick brush or even thorn bushes 
2 Fence 1-2m high and under 10cm, more to stop animals than soldiers
3 Earth mound 3-12m high and wide
4 Trench or moat 1-12m deep and wide, might also have spiked stakes
5 Log palisade 2-6m tall and 30cm-50cm wide, often spiked on top
6 Wooden wall 3-9m tall and 30cm-1m wide, possibly with a walkway 
7 Dry stone wall 1-6m tall and wide, unmortared piles of rubble
8 Basic stone wall 2-4m tall 20-50cm thick 
9 Medium stone wall 3-6m tall 50cm-1m thick with walkway
10 Superior stone wall 6-12m tall 3m-6m thick with chariot roadway
11 Magical stone wall 2-5m tall 30cm-50cm thick (includes part underground to stay up)
12 Magical metal wall 2-5m tall 10cm-30cm thick (includes part underground to stay up) or other magical barrier 3m tall 1cm-30cm wide, always on or must be cast or enchantment activate d6 d12 1=invisible 2=fire 3=ice 4=darkness/light 5=lightning 6=bone 7=illusion 8=force 9=undead 10=insect swarm 11=living trees 12=meat with eyes and mouths that moans 

d12 Wall Features
1 Crenelations - battlements on tops of walls to provide cover while defending
2 Wall Walk - so men can patrol and guard the perimeter
3 Arrow slits or loops - to shoot from the castle while defended
4 Watch towers - used for observation and lookout
5 Defence towers - used to defend and support walls and gates
5 Turrets - small towers projecting from walls and overhanging attackers 
6 Machicolations - overhangs with holes to drop stuff on attackers perform like hourdes but permanent and decorative and stone
7 Bossing - helps wall structure resist seige weapon attacks and damage
8 Baters - extra thick sloping bases of towers and walls take more damage 
9 Hourdes - extra wooden structures on walls and towers, improve arc of fire with extra walkways and overhangs from walls, removable in peacetime. Can be covered in wet ides to make fire proof
10 Natural terrain often incorporated ads height to walls d4 1=large sloping hill 2=stone cliffs 3=on hill or mountain top or mesa 4=natural chasm. Can add to effective height to some or all walls even up too +33m. Roll d12 for how many facings out of 12 get this advantage 
11 Murder holes - in arches, gateways, tunnels and overhangs like the brattice have holes in floor over vulnerable points to drop d6 1=rocks 2=missile fire 3=boiling water 4=boiling oil 5=boiling lead= 6=wasp hives
12 Spikes on walls and doors deter siege beasts like elephants or megacerops or dinosaurs

How many gates in use? 
Village d3
Small castle d2
Medeum Castle d3
Large Castle d4
Town d4+1 
City d4+3

d12 Gatehouse Types
1 Simple woven fence to stop livestock or foot traffic between posts with guardpost
Single wooden door with bolt and guard niches
3 Double wooden door with guardpost
Single bronze reinforced wooden door with bar and guard niches
5 Double bronze reinforced doors, decorated door with guardpost
6 Single-door iron bar gate with lock and bar with guardpost
7 Double door iron bar lattice gate with lock and bar with guardpost
8 Single door of solid metal with lock and bar with guardpost 
Double doors of solid metal with lock and bar with guardpost  
10 Barbican fortified gatehouse with two turrets or towers and a double gate with a bar
11 Great barbican fortified gatehouse with four turrets or towers, has double gates with a bar and small easily enclosed courtyard inside 
12 Postern smaller less obvious single reinforced door. Some secret for defenders others go under walls and are not for commoner use or knowledge. If this is the only gate you roll make one extra roll on this table with a d10

d12 Gate Features
1 Spikes that deter siege beasts like elephants from ramming
2 Smaller wicket gate built in a larger door, reinforced, locked and bolted
3 Murder holes above gate with guards
4 Arrow slits in gate to shoot attackers
5 Elevated entrance with stairs or ramps leading to gate, earthworks or slope adds to height
6 Bridge over trench with spikes
7 Reinforced with metal plates
8 Moat with a drawbridge and sometimes creatures
9 Elevated earthworks make gate well above the ground
10 Large lock with only several keys but they are not required to lock only open
11 Portcullis gate with lattice or wood and or iron bars drops from above protects door
12 Door f
lanked by extra pair of towers, turrets with arrow slits

d12 Gate Decor
1 Statues of beasts or monsters by gates like sphynx, lion or dragon
2 Statues of heroic historic characters beloved by city and includes a shrine
3 Gargoyles overlooking the gate, some parts of gutters and rain comes from mouths
4 Severed heads, flayed skins, skulls and other and corpses of traitors and enemies
5 Heraldic banners and shields flapping in the wind
6 Gate is decorated with a mouth motif so the gatehouse seems to be a monster or demon or giant  
7 Triumphant gateway decorated with scenes of heroic battles
8 Glass tiles making patterns and heraldic beasts in bright colours
9 Shrine to a divinity of the gate a lesser spirit who protects the gate
10 Impressive signal fires up high an emergency signal or heliograph for the more sophisticated
11 Alarm signal based on a large impressive drum, gong, horn or bell with own name
12 Vegetation such as vines, fungus, and flowers are grown naturally or with magic but also can be made as decorations such as floral wreaths and decorations for festivals

d12 Gate Magic
1 Spirit of the gate alerts if threats or invisible beings near the gatehouse
2 Gate is occupied by tiny faerie folk who help maintain it and will use magic on enemies
3 Spirit of the gate has a shrine and priests who communicate the gates desires
4 Gate is sanctified and holy with a shrine and religious art, undead cannot pass
5 The gate if shut is wizard locked or guarded by some other spell
6 A great face on the gate blasts a fear ray three times a day operated by the commander
7 Humanoid spectral warriors depicted in art step forth to defend the gate
8 In a crisis long buried gate guards will arise to defend the gate if called on
9 A bound elemental or demon can be released and given one order by the acting commander
10 Statues standing near the gate or even relief carvings become living monsters to defend from invaders
11 Every defender of the gate has defensive magic defending them and the structure d4 1=protection from evil 2=protection from normal missiles 3=protection from fire 4=protection from giants
12 A magical barrier can be summoned once per hour of one of these types d4 1=ice 2=fire 3=force 4=darkness

d12 Gate Security
1 Local citizens watch group with clubs and slings d4+2 is in fact a gang who scout for gang seeking targets for crime
Local citizens watch group with clubs & blades d4+4 of retired veterans who are suspicious of foreigners
3 Militia of locals with pointy farm tools or spears, whicker shields and javelins 2d4 especially looking for criminals bothering markets & picking pockets
4 Militia of locals with spear, sword and crossbow or shortbow 2d4 looking for crime as supported by merchants and crafters
 Local bailiff and two beadles on behalf of a judge operates gate often with tax men
5 Soldiers d4+4 1st Lv with leather, spears, hand axes and shortbows d4+4  led by a 2nd Lv warrior.can be friendly and like to talk and drink but no tolerance for complaints or criticisms
7 Soldiers with chain, pole axe. d4+4 1st Lv  led by a 2nd Lv warrior. Two will be archers or crossbowmen. Haughty and 
8 Soldiers with chain, spear, sword, shield d4+4 1st Lv led by a 2nd Lv warrior. Two will be archers or crossbowmen
9 Soldiers with plate and sword d4+4 2nd Lv led by a 3rd Lv warrior. Two will be archers or crossbowmen
10 Templar priests protecting this gate shrine, d4+4 priests in chain with maces and slings
11 Specialist leader in command of group d4 1=apprentice wizard 2=acolyte priest 3=secret police assassin 4=knight, Roll d8 on this table for base troop type 
12 Guard beasts of equal total HD as guard group (roll d8 on this table for base type) who handle and care for the beast. d6 1=geese 2=dogs 3=wolves 4=lion or dire 5= 6=local monster species

d12 Gate Hangers
1 Youths come here in the best clothes to impress each other and flirt and write on walls
2 Criminals including pickpockets, charlatans and kidnappers
3 Prostitutes of all types meet here in the safety of the guard's gaze. Posters advertise saucy tavern shows and famous performers
4 Traders and crafters come here to sell small goods and snacks, and buskers start performing
5 Desperate beggars some selling their last valuables and looking for work
6 Bosses come here for cheap casual workers no questions asked
7 Mercenaries and killers for hire looking for work or just drinking between jobs
8 Merchant agents come here seeking caravan workers and local labourers. Posters for caravans and shops here 
9 Religious mobs gather here sniffing for miracles and preying to the gate god. Religious graffiti in the area some is old
10 Crime gangs come here to the neutral ground to have meetings and make deals. Gang graffiti here  everywhere
11 Angry mob led by complaining zealots while law just taking names and watching. Protest graffiti here is often hastily removed by secret police 
12 Gossips meet to trade wild stories, saucy slander and lost local treasure. Posters for gossipy salons, tea rooms, smoking clubs, casinos and other places gossips enjoy. Graffiti here is often boasting or slander and names specific people

d12 Petty Gate Spirits
1 Poltergiest of a life long-serving guard
2 Spectral guards seen on walkways on foggy moonlit nights
3 A small hairy house troll lives in the cellar and guards give it beer
4 Gremlins living here are mostly placated by food and shiny gifts but if the building or regulars are harmed gremlins start to ready the onslaught of their drugged darts and pet rats
5 Gate spirit has a shrine and a small cult, often some guards are members,The spirit warns them of trouble and inspects gate users for magic or supernatural evil or wickedness. It adopts a small animal form but usually is an invisible spirit
6 An elemental is bound into the gate and uses its powers to protect the building and make those living inside more comfortable. Most dwell in the structure of the building and adopt various forms like a humanoid or regular elemental
7 Gate spirit attacks siege equipment, siege beasts and any crew or handlers 
8 Several times attackers by night were slain by a screaming spirit while battering the gates
9 Spirit of a warrior or priest who died here defending within and now they support the defenders by possessing enemy bodies and replacing hosts as they destroy them 
10 Guardian devil of torment bound in walls is known to silently strangle spies and criminals trying to bypass the gates unseen. Locals criminals all know and are afraid to even try
11 
Lesser planar spirit like an angel or demon is bound inside and can be released with a secret word and one order like "defend this gate from enemies" 
12 The gate is a petty god with own cult and shrine, it will use its powers to aid the gate defenders and will fight in person if enemies attack. People leave offerings and say they get good luck. Sometimes its possible to even meet the god most likely in a festival

Sunday, 18 February 2024

d12 Mysterious Vapours & Miasmas


Dungeon pongs are a fact of life but some special vapours have magical or weird effects

Sometimes locals learn to use them for defence, to guard areas or to help them if sick. Many will restrict access to these locations to keep benefits for themselves or just for the holy ones.

d12 Regular dungeon funk
1 Raw sewerage
2 Rodent odours
3 Reptile smells
4 Bat guano
5 Damp and mildew
6 Earthy soil smell
7 Rotten vegetables
8 Rotting garbage
9 Fungus and compost
10 Rotting meat
11 Monster laundry
12 Alchemical pollutants

d12 Common Pong Sources
1 Drains and sewers
2 Cistern or well
3 Garbage heaps and compost
4 Monsters laundry or barracks
5 Crack in the earth or a wall
6 Hole in the ground
7 Pile of rotting corpses
8 Kitchen or butchers
9 Shrine or temple
10 Creature lair or midden heap
11 Strange idol or urn or chest
12 Cauldron or brazier

d12 Weird Pong Sources
1 Flatulant mutant
2 Strange plants or fungus
3 Strange rotting corpse of an unusual monster
5 Pool of bubbling slime
6 Pool of monster vomit
7 One goblins underpants
8 From a mirror or painting
9 From a strange crypt
10 Pit of rotting corpses and sewerage
11 A wonderous creature like a giant toad secretes odour
12 Oozing from part of the body of a vast living complex of flesh 

d12 Wonderful Pong Sources
1 Crystal grotto with bubbling spring
2 An ancient shrine with a guardian spirit
3 A shrine and creature guardians who protect it
4 Small temple and dedicated cult to controlling it
5 Shimmering otherworldly portals
6 From a wonderous statue protected by magic
7 Wonderful glowing pie on a silver plate on a plinth
8 A bejewelled winged bug or bird flaps its wings
9 From a wonderous grail of gold studded with gems
10 Shaft of golden light from a lens or bejewelled eye 
11 A wonderous cornucopia basket of wonderous food
12 From pores or nipples of a magical divine creature 

d12 Awful Pong Sources
1 Infirmary of sick monsters with festering wounds and plague pustules
2 Vast pit of rotting food and corpses that some monsters like to wallow in
3 Remains of a monstrous feast with rotten food and monster vomit and faeces. None of them want to clean up and are abandoned by intelligent creatures until its cleaned up by something
4 Bubbling pool of alchemical waste and garbage including shattered lab equipment and ruined ingredients
5 Disgusting lair of a giant, in once fine clothes laying in own vomit with food scraps and bodily excretions everywhere. Usually the giant in a drunken stupor after drinking here 
6 A filthy sewerage pit where tentacled sewer beasts fight and mate for hours
Butt of a demon constantly flatulent. Busy eating rotten eggs, beans and sausages 
8 Portal to a demonic plane covered in an evil swamp
9 Portal to the sewers of hell where the damned flee hell's wrath
10 From a bound creature of evil trapped in a binding object
11 Petty god trapped and tormented here by another god
12 A lesser great old one from the outer void imprisoned in a pit

d12 Mysterious Vapours
1 Sweet spicy cinnamon copper coloured vapours if inhaled can see spirits, magic and planar beings while breathing the gas
2 Warm milk and honey-scented white vapour heals a d4 HP first exposure per day but remaining too long can change your alignment to good given time
3 Frankincense-scented sparkling golden vapour makes the areas holy like sanctified ground harmful to undead and otherworldly evil like holy water, it also acts as an exorcism on the possessed
4 Tasty feast-smelling steamy vapours attract victims usually into a trap perhaps built by, some target specific species. Some like faeries use man bait to trap slaves 
5 Honey mead scented lavender vapour makes victims feel aroused at first and if continued will become amorous with themselves or anyone else affected. Nobody feels guilt until they leave
6 Blossom fragrance of sparkling coloured lights inhaler gains a random spell, usually from one list type (Arcane Divine Nature Mentalist) of first level works once per day
7 Spiced wine vapour or dark red mist makes inhalers if they fail to save become drunk, half dexterity and make a save - success feel jolly and optimistic fail feel morose and overly self-reflective with half Mov 
8 Citrus scented green orange or yellow vapour, breathing it gives you +d3 Mov and +d6 temporary HP that last an hour after inhaling, only works once per day per person. Users feel fresh and zippy 
9 Rose and musk-sweet scented pink mist, save or will drop weapons and shun violence and will just walk away from it
10 Damp shroom spores scented brown gas causes anyone inhaling to save or shrink for a d4 days to the size of a mouse, after size is restored you gain immunity to its effects
11 Floral hallucinatory cyan gas causes visions of phantoms, if they don't flee, they will be lost in a dream for a seeming d4 hours but will have teleported to a random far-off place and cannot account for 2d6 months
12 Sweet comforting orange gas causes one to sleep if fail a save, if not removed will sleep for a d4 x100 years and then be immune to it

d12 Mysterious Miasmas
1 Bilious green gas if fail save causes vomiting and helplessness while in area and for one round after, halves Mov while under affect
2 Metalic numbing grey paralysing gas causes victims to freeze and some will starve and die slowly if not rescued
3 Burning scarlet poison gas makes eyes bleed lose 1hp per round, save per round to resist 
4 Flammable invisible metallic scented gas will explode like a 3d6 fireball if a lit flame brought into the area
5 Choking mould spores of black dust clouds, save or take d6 damage choking while in cloud, after escape save or develop a respiratory disease over d4 days resulting in -d4 CON until healed by magic 
6 Yellow vapours stink of the grave and victims must save per round or lose 1 HP and be tainted by the King in Yellow. When they eventually die they arise as a bloated fungal undead serving the cult of Hastur a d4 days later
7 Scintillating weird grey sooty vapour moves uncannily if touches save per round or receive a minor mutation. Too many mutations result in apotheosis into a chaos horror. Born mutants are immune and instead heal 1hp per round they breath 
8 Burning vapour like invisible fire causes d4 damage to anything harmable by non magic fire per round. Also damaged clothes and equipment. Certain materials like salamander wool or rare unguents can protect people and items from it. In some cases it is cold flame instead and both forms are visible to  
9 Corrosive orange brown metallic scented vapour reduces common black iron to powder instantly. Superior steel, magic and bronze is more resilient and gets a save to resist (bronze and copper just get a corroded coating if save but on a fail a rot sets in)
10 Brown dust of dedicated mummies and graves. If inhaled and save the subject must save or is diseased and cannot recover HP by rest until the disease is treated  
11 Black smoky evil vapour smells like stinging nettles in your nose, save or in agony and can do nothing but move away half speed and take 1 HP damage per round, also affects d4 rounds after out of the cloud
12 Raw bubbling chaos everchanging colour, texture and form, sometimes eyes, mouths or even limbs form and occasional small unique spawn form in it and crawl away. Any smelling it must save or embrace the ever-changing power of chaos and gain a d4 minor mutations and a major mutation. Once mutated they instead of gaining more mutations they can roll new ones and pick the best to replace older mutations