Thursday, 26 September 2024

Chagrinspire Mutations



I dislike writing mutation tables after editing them into a book broke my brain. 
But i do like my mutant class and will include in vol3 of chagrinspire book series on patreon

If you'd like to see me go back to any past work, settings or genres I've done let me know. Ive had good results from requests. I get not everybody likes what my Kerouac writing method is spewing out at the moment. The Frog Book is coming also. I'm tempted to revise Auldwood and replace all the images with vintage historical art - I might want to talk about that sometime. I will do some Halloween 3folds to distract us from the real-world horrorshow dominating the world's news. 

https://aeonsnaugauries.blogspot.com/2015/08/no-mans-land-maps.html

Mutations so far
Clown Mutations
Outsider Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations
Giant Mutations
Law Mutations
Failed mutation system
Apotheosis Mutations - too many mutations side fx
Mutant Character Class
http://elfmaidsandoctopi.blogspot.com/2013/05/anachronisms-of-cosmic-order-my-first.html
http://elfmaidsandoctopi.blogspot.com/2013/05/near-infinate-humanoid-varients.html

Mutation Basics
minor mutations are common, mostly cosmetic, and offer a few + sometimes
major mutations are strange powers
apotheosis is the result of too many mutations
= more minor mutations than half CON score
=more major mutations than Lv or HD
Mutant class exempt from apotheosis

I have some spells for temporary mutations and minor ones could be a curse spell
not too bad a curse but a few will make you weird and  many will possibly ruin the character with apotheosis

d12 Sources of mutation
1 Ate food contaminated with alchemical waste
2 Exposed to mutagenic miasma
3 Tainted by mutagens in mud and polluted water
4 Touched by a tainted creature or undead
5 Drank water tainted by mutant sewerage
6 Cursed by wicked spirits
7 Bathed in the light of strange auroras
8 Inhaled and dusted in mutagenic spores
9 Exposed to mutants or places they congregate
10 Ancestors fought in the apocalypse war
11 Airship bathed you in strange rays testing a weird weapon 
12 Cursed by primordial chaos portal 

d12 Apotheosis
1 Swell up and lose mobility, take root and become vegetation, root mass or a giant mushroom
2 Devolve into a hill giant-like brutal monster with craving for human flesh
3 Flesh rots but will never die as a skinless one. Become insane as skin sloughs off, crave living flesh and become more animalistic often sleeping and shunning light or mirrors until the smell of meat disturbs them 
4 Split into two half-size beings with half HD or levels each who hate each other
5 Explode into a toxic stinking miasma possibly even mutagenic hazard over the area a d4 days
6 
Swell then burst leaving a swarm of tiny worms each with the character's face that crawl into the earth to menace the area for years as they grow to human size and crave flesh 
7
 Devolve into a shambling sobbing shoggoth, aware but no control of a hungry body. Faces, eyes and mouths resemble the past form and protest their bodies' actions
8 
Devolve sobbing, melting into a pool of primordial ooze that spasms around strong emotions, animals will lap it up while the living puddle just cries 
9 
Devolve, half mental attributes, +50% physical ones and weight. Become more heavy-built, hairy and thick-skulled. Will tear off clothes and flee to the wilderness or a cave and fling faeces at people
10 Skin turns metallic and seizes up, flesh becomes cogs, tubes, crystals, glass-steel tubes you are now an automaton or golem
11 Evolve into levitating gelatinous floating brain feature making mental attacks and devouring brains of lesser life

12
 Evolve into enlightenment. The body starts to glow and becomes a glowing phantom in a state of ecstasy that fades away to a higher plane beyond creation

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain 

d10 Minor Mutations
01 One huge miscoloured eye that looks in random directions
02 Nose becomes a beak usable for d4 unarmed peck attack
03 Cyclops single-eye, see twice as far
04 Hear the ultrasonic chirps of bats and sonar-using creatures
05 Low light vision halves darkness penalties if any light
06 Large filter nose, +3 resist smoke, dust, spores, odours or gas
07 Huge dripping nose, sensitive to pollen and spores that trigger sneezing
08 Black & white vision
09 Auric vision can see UV, polarised light and invisible auroras in the sky most cannot perceive, sometimes might provide clues or warnings or navigation aids
10 Eye membranes, never need to blink, +3 resist blinding attacks
11 Covered in grey, black or olive mud that secretes from your skin
12 Scabby itchy skin shedding dried skin +1hp
13 Seemingly burned melted flesh all over +1 save vs fire
14 Scaly rusty iron skin +1AC
15 Thick curly hair all over 
16 Buboes and open sores +1hp
17 Rubbery blubbery whale-like moist skin +d3hp
18 Skin (and possibly flesh) is transparent
19 Skin turns grey and corpse-like +2 save vs paralysis
20 Skin seals bleeding wounds in a d3 rounds
21 Hump saves water for a week
22 Spiked spine causes rear unarmed attackers to take 1pt damage
23 Barrel chest holds breath 10 rounds
24 Face on chest yells abuse and gibbers crazily in fights
25 Mouth on chest can bite for a d4 unarmed
26 Grow or shrink d12 x2.5cm 
27 Bony chest plate +1AC
28 Extra breasts +d4
29 Spikes on chest +1 unarmed attacks on grappled targets 
30 Heart with a save can restart with 1hp a d4 rounds after death (once a day)
31 Digest rotten or disease-tainted food without farm
32 Heart glows inside chest cavity like a torch if uncovered 
33 Can swallow and regurgitate an egg size object per level
34 Flatulent in times of stress if fail a save
35 Urinate acid d3 damage once a day
36 Gem in belly button worth d4 x10gp xLv
37 Poop lumps of coal instead of normal poop
38 Fart puffs of green sulphurous cloud that upsets animals, round per level per day
39 Caugh up revolting green bile every hour
40 Stomach grumbles loudly when hungry making it harder to hide
41 Arms grow 30cm longer or shorter
42 Finger claws +1 unarmed damage
43 Grow a d3 bone spikes per week on arms, which can break off and be used as darts
44 Arms rubbery, flexible and snakelike 
45 Mouths on palms of hands
46 Fingers can taste food by touch
47 Fingers lack prints or fine details, smooth  
48 Hands keep bleeding if not bandaged or covered
49 Fingernails fall out and regrow constantly
50 Pop out clawed fingernails d3 unarmed attack +2 climb
51 Feet smell vile unless kept bandaged or covered up
52 Backward bending knees +1 Mov
53 Huge feet +1m jump
54 Spurs can be used for d4 unarmed attack
54 Prehensile toes +2 climb
55 Bird feet with opposing toes can grip branches and need no shoes
56 Feet overgrown in root-like masses 
57 Mushrooms grow in feet if not washed daily, using wine lasts d4 days
58 Extra or less toes +/-d4
59 Legs grow 30cm longer or shorter
60 Bow legged
61 Prehensile tongue 1m long
62 Tusks usable for d4 unarmed bite attack
63 Teeth constantly fall out and are replaced
64 Sharp teeth d3 unarmed damage 
65 Huge rodent-like teeth can gnaw through rope or wood d4 unarmed damage 
66 Terrible breath like rotten meat
67 No sense of taste
68 Lamprey tongue can drink and digest blood instead of solid food
69 Tentacle face hides hideous beak hole
70 Learn one animal language
71 Head like a vegetable d4 1=turnip or beet 2=potato 3=pumpkin 4=mushroom
72 Beard or hair is roots 
73 Horns or antlers d4 unarmed damage
74 Transparent flesh on skull
75 Skull glows when laughing like a torch
76 Weird forehead ridges 
77 Magic sigil on forehead visible with detect magic, glows when
78 Solid forehead can be used as a hammer or mallet or d4 unarmed damage
79 Crystals painfully grow from skin worth 2d6sp a month to alchemists
80 Cranium enlarged and deformed +d3hp
81 Enlarged liver can double alcohol tolerance +2 save vs poison
82 Enlarged spleen +1hp
83 Lumpy tumours, a d4 growths with twitching tubercles
84 Growth on the part of the body can open revealing an extra eye
85 Adrenal glands +1 Mov
86 Oil gland excretions are good for hinges, knife sharpening or sticky locks
87 Secrete black oil from a gland that makes rats, fleas and other vermin keep away
88 Caugh up food waste instead of passing through your body
89 Survive eating wood, bark, grass and straw 
90 When die arise as a zombie a d4 days later
91 Feel something in your skull like a hand or worm squeezing your brain 
92 Brain fluid leaks from ears or nose
93 Brain lobes rewired, ambidextrous
94 Can read and write mirrored or reversed text as normal
95 Imprinted with traumatic flashbacks of past life +1 language
96 Nose or eyes bleed when stressed by resisting mental attacks
97 Detect metal via magnetism within a 3m wide circle with concentration
98 Always sense magnetic north
99 Sensitive can hear whispering spirits in haunted places at night
100 Feel the presence of disembodied spirits in a 3m wide circle

d100 Major Mutations
01 Enlarged black eyes with low light and or infrared heat vision
02 Nose can smell fresh blood in range 30
03 Sonar senses within range 30
04 Prehensile trunk stretch can stretch 30cm per level
05 Large compound fly eyes 360-degree vision 
06 X-ray vision penetrates range 3 through rock round per level
07 Eye ray d6+Lv damage range 30 one use per level per day (choose one element type)
08 Can smell and assess the age of corpses within range 10 or depth of 5 in soil
09 See microscopic bacteria, disease-carrying threats, or anyone carrying disease with close range with concentration. A healer might be able to diagnose the disease and will know the risks 
10 Insectoid antenna can smell or taste or touch 1m away, sensitive but regrow if lost  in a week   
11 Amphibious skin requires at least 1L water on the skin daily or lose 1HP each day fail a Vigour save. Require less breath in water for 1+Vigour bonus in hours  
12 Symbiotic skin produces food either plant-based in sunlight on 50% of your skin by day or fungus-based requires darkness or keep 90% body covered you don't need to eat. At zero or less HP once a day the symbiote will give you a d4 HP to save you. If you do die plants or fungi grow on the corpse   
13 Sheilded skin +2 save and -1 damage per dice or at least 1pt defence vs d6 1=fire 2=cold 3=lightning 4=blunt 5=acid  6=poison
14 Disease-resistant membrane immune to diseased touch by contact but breathing airborne disease or material is still a risk but avoidable by holding breath or a cloth mask
15 Durable epidermis gives +1 HP per level. These recover one per ten-minute turn
16 Stony flesh if struck by a non-magic weapon requires a save or will break (-1 damage dice bump and -2 hit and can be repaired, a second break destroys the weapon)
17 Moss and vegetation growing over skin +2 AC +d4 HP
18 Jet black null field projected from the skin at will +2 sneak and hide most conditions +4 if skin 90% uncovered by clothes or armour. Uncannily blackness and sound-dampening. It makes it hard to identify the field person
19 Shed your skin once a day heals your Vigour score in HP, also worth a meal of food or craft material for glue or waterproofing
20 Require silver or magic weapons to hit or fire alchemical attacks  
21 Bony Plastron or exoskeletal chest shell +4AC 
22 Huge chest musculature +1 Might +2d4 HP
23 Extra heart gives a boost of +2 Might & Vigour for a round per level per day
24 Can hold breath for 5 minutes per Vigour point and release a low bellowing trumpet sound at will that travels underground or underwater well 
25 Swarm of vermin live in chest and you can call on them a round per level per day. Otherwise, they may attack hostile enemies near their host body if they are knocked out. They will stabilise the host's blood loss with an action. Regular allies are not seen as hostile. Can be crawling or flying vermin of various types usually bugs, worms, lizards, rats, flies and wasps. They modify the host body to house them with improvements
26 Arms and head are detachable and telepathically linked with the main body which is possibly useful or entertaining or good for pretending you are a wizard or a god 
27 Wings that can mostly fold up and improve with level 1-4th can glide around per level 5-8th fly at Mov rate a round per Lv. 9th-12th Add Lv to fly speed. 13th+ Lv can fly 1+ vigour bonus in hours. Requires you are unencumbered to fly but can glide if encumbered
28 Vents in the chest emit black smoke once per level per day, Each use is a 3-range-wide cloud that will Mov 1 per round in light wind or 6 in strong wind, without wind lasts d4+2 rounds. Blinding inside and each round inside save or lose 1hp 
29 Flechetes once per day as a bonus action blast metallic darts in 3 range 30 degree cone for 3d6+Lv damage, save halves
30 Tubercles all over body like roots or fleshy fingers or tentacles, if you grapple or are grappled you get a bonus grapple action each round 
31 Stomache Immune to ingest disease, poison or contaminated food. Even rotten meat buried in mud for decades is edible 
32 Every day you poop, it is a living baby gremlin that scuttles away squeaking
33 Intestines riddled with worms and need double food, the worms keep away rival parasites and if you pass out they will try to move your body and run away with a strange gait and they will seal any bleeding wounds. Once the worms running the body feel safe and hidden they will heal 1HP per hour until reach 1hp and the host is conscious and back in control 
34 Stomache can growl and make almost speech-like noises or can fart at will making every smelling creature in a range 3 circle cringe. Can fart popular tunes as if a unique instrument
35 Belly can sustain you for food and water a month when full and gain +1HP per level
36 Improved Vigour +1 and recover extra d4HP per day
37 Stomache tendril, a fleshy tentacle, tongue, flagellum or intestines lash at a foe 4m away for a bonus grapple attack each round  
38 Incendiary Diareah, once a day leave a burning trail as far as you can move in one round. Lasts a round per level and 2m high, 2d4 fire damage to any who cross, or a d4 if within 1 range of the wall, save for half. It also stinks, makes smoke and scarifies the ground. Best to wear no trousers or the user suffers fire damage also. Mutant cattle often have this
39 Explosive Stools, unstable hard puck smelling of the supplier, poop one per day, thrown as a rock or left out to explode on contact with a human's weight for 2d6 to a 3 range wide circle, save halves. Store well to avoid explosive mishaps from falls or blows.   
40 Reproductive organs plant or fungus and can reproduce with liveforms of that type you meet. If you don't try this in a year a clone starts to bud from your flesh in a month into a 30cm naive but capable clone with a d4HP that grows to a 1st level full size in a year
41 Crab claw d6 unarmed attack and +1 Might
42 Pop out blades from both wrists d4 unarmed attack and a +1 bonus unarmed attack
43 An arm is made of pulpy plant or fungus matter and can elongate at will an extra 1m per level
44 Tendril Arm, a fleshy tentacle or flagellum lash at a foe 6m and can use a weapon or make unarmed attacks
45 Arms split into two arms or an extra set of smaller arms +1 combat action
46 Huge swollen muscley veiny arms +1 Might +2d4HP
47 Arm has a biological gun growing from it that can make a bonus attack, Range 9, 2d6 damage, shot per level 
48 Can run on all fours +6 Mov or +3 if you hold anything in one hand
49 Bony small shield on one arm +2AC leaving a free hand for other uses
50 Form bony fleshy sinewy archaic 1-H weapons in your hand at will (as if you have quickdraw) and can change to any type you are skilled in from your body mass. They perform as normal weapons but can change the type of each round. For 1 HP you can form a bone arrow, dart, bolt or knife but could use normal arrows in a fleshy bow
51 Kangaroo legs +3m jump
52 Bladed feet provide a bonus d6 kick attack each round
53 Swift legs double Mov if unencumbered on foot
54 Stilt legs can elongate 1m per Lv
55 Extra legs, +d4 double Mov
56 Silent feet +4 to sneak and they leave almost no trace and don't set off mines
57 Can walk on water for one round every second round, at 10th Lv it is at will
58 Webbed feet use full Mov in water or +6 whichever is better
59 Stone feet, half damage from hazards or traps that damage feet including fire, cold, electricity, explosive traps, acid, caltrops
60 Can walk in your sleep and march 24 hours a day for one day per level. While sleepwalking noises, close movement, strong odours or attacks awaken the sleeper. Best not to use in mountains or cliffs, will swim as best can if required. Set a direction or follow a marked road
61 Second jaws fold from the mouth and can bite foes within 3m range for a d6 bonus unarmed attack each round, look hideous like semi-transparent deep sea creature 
62 Learn any spoken language after hearing it used for a d4 days 
63 Breathe fire 3d6 damage 3 range 30 degree cone, once + vigour bonus once a day, save halves damage. Can also eat burning or hot food or hot water  
64 Scream 3d6 damage in 3 radius, once + vigour bonus once a day, save halves damage, can make loud trumpeting noises at will 
65 Mimic can instantly copy a voice or sound with a d4 rounds of study
66 Prehensile tongue 1m long per level can be used for a bonus whip attack each round and can support your weight or swing on it fully ladened
67 Eat rocks, soil and minerals, immune to ingested poison or disease. Non-rock eaters will never know how good they are. You can bite creatures requiring magic weapons to hit for a d4 
68 Exhale acid fog cloud forming a 3 range wide circle up to 6 range, one use per level a day, causes 1 HP damage a round for one round per level. Damages terrain and after four rounds fibre or leather goods like clothes, straps, bags, and rope will require saves. It won't work in water but will spoil it for drinking or fish
69 Spit Slug can spit a 2d4 bullet up to 30 range as a bonus, ten shots per level in the hopper, ammo recovers a d6 rounds a day. Noisy and smoke-producing
70 Huge fanged mouth, can be used as unarmed attack d6 damage, with a held foe that has living animal blood can be used to feed from and drain a d4 HP a round from the target and heal half that amount to drinkers HP (min 1)
71 Head is a biological gasmask protecting eyes and filtering out smoke, poison gas, stench or miasmas
72 Skull is a reinforced helmet +2 AC including shielded eyes immune to flashes or light blinding
73 Antlers or antlers bonus d6 attack
74 Skeletal emaciated face 
75 Neck is telescopic 1m per level and moves like a snake 
76 Neck can rotate 360 degrees or can absorb head inside the body at will if required
77 Detachable head, mind linked to the body and know each other's location, it helps if the head can see where the body is to fight or perform difficult or dangerous actions. If either is destroyed will  grow a replacement over a year
78 Skull is burning and lights as a lantern at will, half damaged from magic fire, immune to natural fire, hats won't survive
79 Crystal skull with sloppy brain and juice inside can project images you have seen on your forehead (no sound)
80 Head can rotate 360 degrees or detach and fly 24 that can control the body by mind link  
81 Toxic blood, creatures biting you save or lose 1HP per round, one round per level
82 Acid blood, cutting or piercing melee attackers get splashed by a d3 acid 
83 Horrible blood, cutting or piercing melee attackers get splashed by stinking staining fluid that makes tracking by scent easier and dyeing the clothes and skin of enemies for a d4 days
84 Rust Blood, cutting or piercing melee attackers get splashed by rusty fluid that dissolves non-magic metal weapons and causes enemy metal armour to lose 1 AC
85 Adrenal might, +3 Might and Mov for one round per level per day
86 Tumourous swollen jiggly glands that glow in the dark like a candle d4+Lv extra HP
87 Lactate healing milk d4 per dose, produce one dose per level per day if healed then acts as a day of food
88 Pheranomes +2 reaction rolls with humanoids or animals in 1 range  
89 Berserker gland, +2 hit and damage, charge into melee and fight to 10 -HP, remain berserk as long as any medium-sized creatures alive or moving
90 Troll blood, heal 1HP per round except vs fire or acid 
91 Detect magical traces in objects or spells with a concentration range 3
92 The Pineal gland pokes out a leaky hole in the skull and can detect invisible spirits, living beings or reanimated undead within range 3 per level and roughly how many HP they currently have
93 Fear Aura, range 3 fear, lower level living creatures save or flee a d4 rounds, one round per level per day
94 Leech Life, if anyone lower level in 1 range loses any HP, the mutant heals one HP that round
95 Dominator, can charm lower level person or creature by looking into its eyes and talking softly for one round. If fail a save, target is enthralled for 24 hours. May have one thrall at a time and who is usually deeply resentful when it expires 
96 Sense portals, gateways or planar summonings within 1km 
97 Detect alignment 3 range
98 Levitate at will Mov 3 per round up or 1 across as long as you will it
99 Sense hostility range 6, detect intent in thinking living beings, neutral animals likely to worry about threats they cannot sense. A lion might be hungry and looking to eat any medium creature but a goat might not be out to kill anything it meets and might just run. Persons thinking of you specifically stand outmore 
100 Turn ethereal rounds per level per day, while ethereal mortal word attackers require +2 magic weapons to hit. Also is immune to asphyxiation, natural fire or cold. Transparent yet visible can walk through walls or people. Seem to walk but more like an airwalk. Getting lost in solid matter and being forced to become flesh at the same time requires a vigour save to live and possibly asphyxiation and crush damage. 

Snakey Pete - 1st Lv Mutant Mook
Minor - Spiked spine causes rear unarmed attackers to take 1pt damage
Major - Neck can rotate 360 degrees or can absorb head inside the body at will if required
Prefers to use a bow or musket, has 2 daggers a +1 lasso and a sack
Grapples and experts with ropes and knots is usually on guard duty
Wears a helmet and bandage cloth armour with bandoliers of scrap and weapons

Vorgis Skullface - 1st Lv Mutant Mook
Minor - Transparent flesh on skull
Major - Second jaws fold from the mouth and can bite foes within 3m range for a d6 bonus unarmed attack each round, look hideous like a semi-transparent deep sea creature
Prefers to use javelins, a sling and a shield, and carries a hand axe +1 for melee
Scout and scavenger, who usually hides their face under headgear and mask until they want a psychological effect. Wears hooded cloak and tattered robes and bandages

Pandram Rotroot- 1st Lv Mutant
Minor - Finger claws +1 unarmed damage
Major - An arm is made of pulpy plant or fungus matter and can elongate at will an extra 1m per level
Tries to ambush up close enemies with unarmed attacks, covers arms with thick padded sleeves while rest is skintight wrappings. Carries cold iron knuckleduster and silver dagger


Tuesday, 24 September 2024

Initiative dice and d12 dramas



So recently ive been rewriting my initiative system and had a look over my various games for how to do it to compare and my FB readers gave some input. 

So im probably doing a checklist to see who detects the other side first is most likely to control what happens next.

Round zero is for ambush attacks, guards with ready-loaded weapons and some other circumstances.

I break round into magic both sides
Then missiles
Then melee
usually, you move then spell or missile or missile

i prefer group initiative but some exceptions can happen
if the battlefield is shaken up possibly reroll group initiatives

In closing melee longer weapons help in the closing round
a few skills capitalise on exceptions to all this
I will use dice and some mods to resolve ties but draws are possible.

I do like the Steve Perrin method of count down DEX scores and half for second att etc

d6 is good for simplicity +bonus will make more likely for players to win
d10 I used for years and im just asking why now + bonus
d20 is promising that its just a DEX roll

some dice and suns systems i appreciate were different just to highlight a different modular micro game and to stand out as a different sort of procedure. BRP RPG doesnt use d12. Some games assigned dice for stuff because dice were sold in sets so they felt obligated to using them.

D20 fits with other dice I use like stat/skill/save/attack and has come to be a sort of go to universal mechanic. Ive really been tempted to make all of them roll low under stats with less plusses. I liked Iron Crown system had a combat manoeuvre roll to let you move on battlefields and get advantages which is interesting.

The Winner
So after d100 I like d12 its no secret. 

Group Initiative - some individuals might be faster or slower than group norm
Only use initiative roll when there is a possible tie or ambiguity
- if one side A has no missiles or spells and side B does, side B will act first

Superior senses, alertness, range of senses, noise, nightvision may decide who is first
Those who detect the other side first can choose to:
-attack, prepare an ambush, cast spells, hide, parley, repeat until exposed
With surprise and other conditions, one side gains a round zero action
The winning side usually keeps initiative unless:
- battlefield chaos like fog, changing terrain, crowded, fog, and illusions might initiate a new roll
-parley might reset the initiate checklist and require a roll to resolve once close and talking
 
Spell Casting phase - casters cast spells first (any magic powers, songs, shapechanging)
Missile shooting phase - shots from missile attacks (any ranged attack)
Melee attack phase - strikes from melee attacks (any attack or other physical action)

If one side has melee and the other side has spells and missiles they will go first, only use initiative score when sides more or less equal position  

4d12 Encounder dice rolls
d12 for Local common encounters 
d12 for morale tests BX style  + Cha of boss bonus
d12 for reactions (most versions use 2d6) + Cha bonus + bard fx
d12 for initiative fits into these factors well + DEx and some class and skill mods

i can colour code 4x d12 and roll at once and perhaps place them on a table as a tracker
the players will mostly roll one d12 for the initiative but if they have followers they might want morale also

red d12 - 6 - encounter - orc hunters
yellow d12 -3 - morale - feeling brave and feisty
blue d12 - 11 - reactions - friendly
green d12 - 5 initiative as of round 1 if it comes up
 vs players 3

I kinda like putting these things together to see how the monsters react
these orcs are confident and assume the players are here with permission 

red d12 - 8 - encounter - orc soldiers
yellow d12 -1 - morale - fanatically bold and assured
blue d12 - 2 - reactions - angry will attack
green d12 - 9 initiative as of round 1 if it comes up
 vs players 2

these guys are more confident and unfriendly

Monday, 23 September 2024

d100 Scavenger's Guild Quests in the Wasteland



Some more adventurer jobs 

d12 Other possible settlements to appear every d4+2 months
1 A templar fort to the south starts sending patrols from the holy lands
2 A crusader fort near borderlands
 sending patrols of the eastern remains of the empire
3 Knight of a kingdom occupies a fort intending to salvage metal scrap
4 Demihuman trade post to the west - find humans cringy, greedy and impatient
5 Murder hobo settlement border or wastes - grows from camp to guild village to frontier fort
6 Barbarian village with lots of beast folk and orcs here to trade and display wizard heads
7 Mutants establish a base in a trench system of no-man's land and build a chaotic temple
8 New scavenger guilds are set up in the great wall around Chagrinspire or the wastes
9 Village of witches, cultists and demonologists. Pilgrims and exiles flock here
10 A train station near a tunnel opening has an Underland trading post
11 Cult or sect arrive and occupy a ruin to live in and build a new temple
12 Military camp of the kingdom in a strategic ruin

d12 Petty Guild Rewards
1 A week of food each in the guild-affiliated inn or tavern or a night of feasting and drinking
2 A year of guild membership fees each or a room for one week
3 An old map to abandoned claim (registered members who owned it unseen for a year)
5 A keg of cabbage beer and a fresh pair of trousers each
6 Months or dried army biscuit each
7 Select a melee weapon each from the smithy or armoury or single light musket with spring loaded bayonet
8 Box with d3 cast iron hand grenades with fuses, d3 incendiaries and d3 bottles of holy water (1in10 chance is a dud unless repaired)
9 
 Gasmask can resist smoke, gas, stink or miasmas in a carry case
10 Six healing potions d4, save vs addiction each use. If addicted you'd like more please at least one a day. Being locked up with bread and water for 4 days usually gets an extra save to recover from addiction
11 Telescope, folds up in a case (also can see normally invisible auroras around Chagrinspire or portals)
12 Wizard's head, wake it up by naming wizard and point at target and head will cast the last spell then putrify. Speak with dead reveals its spell usually d4 lv spell

d12 Good Guild Rewards
1 A shack inside a settlement or camp (you might have to evict squatters, vermin or a spirit)
2 A year exempt from guild tithes and money changing rates
3 A trunk with d3 pistols, d3 muskets with bayonets, +1 mace and a d6 potions
4 A trunk with a suit of plate mail, a suit of chainmail, +1 leather armour, +1 shield, a small medium and large shield
5 Chest with d4 x100gp, 3d4 x100sp, 
3d4 x1000cp all in the currency of ancients depicting the Chagrinspire, various supreme leaders or the black sphere
6 A seat on a guild sub-committee with weekly meals and beer for a year
7 Room for a season in the tavern with a meal a day
8 Steaks and a map with possible ruins you may claim as yours with a legitimate registered guild claim 
9 Contract for a mercenary currently in guild employ lasting a d6 months pre-paid service, if mistreated will lose nut and attack party while asleep and then flee, sworn enemy for life now 
10 A wizards spellbook in a trunk with spell components, a dagger +1 and AC+1 bracers
11 A clockwork soldier with a musket loyal to who owns its key and winds it hourly, a bit noisy
12 Collection of maps and journals of adventurers who fled over the years leaving them and 2d4 potions in a trunk

d10 Quick Types
1 Guard
2 Guide
3 Scout
4 Salvage
5 Explore
6 Defend claim
7 Defend camp
8 Rescue
9 Exterminate vermin
10 Exterminate monster

d100 Scavenger Quests in the Wasteland
01 Guard a merchant traveling d4 1=known settlement 2=scavenger camp 3=town near 
wasteland 4=secret location
02 Guard a warehouse from robbers 
03 Guard this coach that was ambushed already and lost its guards
04 Protect scavenger band exploring a ruin where gangs sometimes feud over scrap
05 Protect scavengers from bandits in the area
06 Patrol the road and protect travellers from harm
07 Guard the strongroom in a merchants house for one night
08 Guard an underground tunnel found and see if anything comes out
09 The tavern needs bouncers to cope with recent increased traffic
10 Local people avoided kidnappers and needed guards
11 Help a merchant caravan cross the river safley
12 Escort this wizard paying the guild to this location and guard them while they search the ruin
13 Show new adventurer band where a ruin is they can start with
14 Child crusaders have been rounded up and the church needs escorts to get them to a larger temple outside the waste
15 Take these knights to the trenches bordering nomans land and explain some basic dangers of exploration like showing them traps or set off some mines so they dont all die
16 Guide this alchemist and his friends to the plateau of peril and protect them while they explore
17 Guide these prospects to a ruin on a map they have
18 Guide these weird-robed guys to a rusted hulk of an ancient war machine on this map
19 Guide this guild master on his visit to various scavenger camps on hs secret map 
20 Guide these foreigners through this drain pipe on this map
21 Scout the swamp and contact the tribes and farmer clans there 
22 Scout the wall and hills around Chagrinspire and locate major breaches and possible inhabited areas
23 Scout the area around the guild for possible enemies or rival guilds
24 Scout for campsites and evaluate what nomadic people have been in area
25 Scout and locate any trails or good ruins in an area while avoiding conflict
26 Scout area and follow a mysterious traction engine machine seen driving around belching smoke. Find who operates it and avoid engaging 
27 Gunfire has been heard go find out who is fighting in area
28 After strange falling stars we need someone to scout for star metal stones in craters
29 Scout out the borderlands for signs of border kingdoms are moving troops
30 Dustclouds in the distance is from some possible large force go and scout their progress and warn us if they come this way d6 1=child crusaders 2=pilgrims 3=refugees 4=several hundred marching zombie soldiers 5=mounted barbarian warband 6=tank golem on a ramble, peaceful if not attacked otherwise goes on rampage
31 Salvage scrap metal sheets, nails, wood, and even bricks
32 Salvage some doors, frames and all and locks are preferred
33 Salvage glass windows from a ruin with intact windows
34 Collect pipes and plumbing from the ruins, bonus for a porcelain or steel toilet
35 Recover a ceramic dinner set, the more place settings intact the better 
36 Intact bottles, buckets, pots, any intact containers 
37 Salvage farm tools from this ancient walled ruin once a jam factory and orchard
38 Salvage support beams from this tapped-out junk mine
39 Recover a cannon from a fort ruin
40 Recover a rumoured fortune in a trapped treasure pit
41 Explore the lake area for possible ruins or hidden settlements
42 Explore a recently uncovered train line that seems to be operating
43 Explore this recently discovered sub-basement under the guild
44 Explore these old sewer lines to see if they can access any buried ruins
45 Explore an ancient cistern with lots of carved stone blocks from ancient temples
46 Explore the plateau and identify dangerous populations of monsters
47 Explore the river for possible alternative crossings
48 Explore an area unmapped by the guild for ruins
49 Explore the routes to the rumoured underground caverns for possible trade
50 Explore a new sinkhole opening to a mud-covered ruin
51 Scavengers claim being jumped by rivals who need to be scared off
52 Scavengers guild needs someone to escort a guild inspector to check registered claims on ruins in order 
53 Scavenger has a junk mine but non-guild scavengers are robbing the site
54 Guard this claim until a guild work team assembled
55 Find a guild traitor selling fake claim maps that belong to other members
56 Check if these claims are being used and that the claim is marked correctly 
57 Drive a rival guild from a claim in our area and teach them a lesson
58 Follow these members secretly working a site without declaring to the guild or paying a cut. Bonus if you find out who they are selling to
59 Scavengers working a claim need help with kobolds
60 Our border with a rival guild needs patrolling to make sure those dirty bastards not robbing us
61 Scavengers camp with a sly grog shop has been attacked by rat folk please help them
62 Scavengers camp being stalked by night by a horrible unamable screaming horror, go sort it out 
63 Scavenger camp reporting cult infiltration go purge the enemies of the guild
64 Scavengers camp trapped by a skinless tentacled dinosaur horror - keep it busy so scavengers can get supplies in and treasure out
65 Scavengers camp raided my mutant gangs go help them
66 Some huge creature is stalking the camp of guild scavengers go identify and stop it
67 Scavengers camped on a sleeping monster, go see if the monster is still there
68 Scavengers in an isolated risky area go check on them and see if they have any problems 
69 Scavengers saw some smokey creature near the camp spying on them
70 Scavenger camp keeps hearing strange sounds and needs someone to check it out
71 A cult kidnapped some guild members go save them
72 Slavers have been kidnapping guild members. Punish the bandits and free our people
73 Travelling actors have been kidnapped by goat folk led by a warlock go save them so we can get a show
74 Another settlement is keeping slaves, go free the captives and getting them to join our village
75 A cannibal clan living underground have taken some guild members so go save them
76 Some mercenaries have taken over a camp and mistreated the original inhabitants, go liberate them 
77 A camp of guild members report undead taking captives by night to some crypt
78 Kobolds have been kidnapping prisoners and taking them to their dungeon
79 Goblins from a dungeon attacked one of the scavenger guild camps and make a deal with the goblin chief to get them back and avoid conflict we can't afford
80 The head scavenger at one of our camps reports several cults infiltrating the village and kidnapping travellers to and from the outpost
81 Rats are swarming an area to find out their source and kill them
82 Giant locusts are attacking fields go guard the crops or find a way to stop the bugs 
83 Giant carnivorous bugs have been burrowing under the village please catch or kill them 
84 Huge worms attracted to the compost have been biting the muckrakers go kill th worms
85 Among the bats swarms at night giant ones have been seen skulking around the village
86 Protect the food stores from giant mutant rats that bypass traps and gnaw through rock
87 House infested with vermin, burn and salvage the contents and smoke the house out. Don't let pests just go to another house
88 Critter is living in the latrine and children won't use it - you know what to do
89 Merchants report giant pillbugs and cockroaches menacing their stores, go clean them up before some bigger monster things the pests are tempting food
90 Scavengers report finding a weird fleshy unshaped baby thing that craves heat and has been growing under their care. They report they are being spied on by spy eye automatons so go see what is happening. Its a Baby Deathwatch golem somehow malformed and escaped its incubator, will grow with heat and may develop a different personality to normal hivemind flesh machines. 1HD now grows 1HD a week until full grown with full abilities 
91 Pack of mutant hounds are howling at night and growing must be stopped
92 A horrible tentacled panther horror has been seen by travellers and they say it's a bad omen to come here so it needs to be sorted out
93 Some say there is a dragon in this ruin please go see if this is true and if any good ruins are in the area
94 Necromancers are making surgical monstrosities and releasing them to go and kill the wizards that should help
95 A huge burrowing monster in the area has opened holes and eaten some people go find out what is happening
96 A horrible giant mutant bat thing has been trying to snatch livestock, wear these hides and ambush the menace 
97 Manticores seem to be seen in a small canyon, go see what the monsters are doing there
98 A burning pit is populated by fiery elemental salamanders. Lure one out and kill it and bring remains to the guild alchemist who will make potions and use its wool for fireproof cloaks and sheilds 
99 A mindless giant has camped nearby. Go taunt it and lure it towards a rival guild territory
100 Some say a strange wandering carny in our territory, offers magic items for those who swear oaths to hell. Go and see what's is on about and make them hop it out of here if he seems weird. Be careful, it might be a shapeshifter or supernatural!

Saturday, 21 September 2024

d100 Castle Encounters



On my to do list a long time
just for hanging around a castle petty dramas really 

slowly doing a bunch of knight stuff to add to my auldwood setting which is east of Chagrinspire

d10 Quick Castle Encounters
1 Servants
2 Professionals
3 Guards
4
 Livestock
5
 Knights
6
 Householder
7 Specialists

8 
Magician
9 
Subterfuge
10 Supernatural

d100 Castle Encounters
01 Servant with a chamberpot
02 Servant listening at a door
03 Someone being creepy to a servant
04 Servant pocketing some item they were admiring
05 Servant sobbing
06 Noble leading a servant on with lies
07 Servant carrying food
08 Servants with mops and scrubbing
09 Servants tending to lamps and candles
10 Servants gossiping
11 Carpenter working on wooden furnishings
12 Masons repairing stonework
13 Labourers moving boxes
14 Smith and apprentice tending to metalwork
15 Healer and assistant on the way to a patient
16 Steward inspecting castle condition with a scribe
17 Merchant guest and own servant looking around
18 Scribe with an assistant on way to a meeting
19 Nurse or midwife visiting some women
20 Archers d6 on the way to post
21 Two spearmen on patrol or way to guard duty
22 Sergeant and corporal with two veterans off to a meeting
23 Engineer planning for future defences and construction
24 Herald with trumpet or horn or drum on way to the tower
25 Four guards carrying a small chest to be locked up or used by noble
26 Guards drinking or playing dice 
27 Archer watching out a window with bow under orders
28 Guards with prisoner to or from dungeon to questioning or trial
29 Guard captain with four veterans in a hurry
30 Two guards with a large hound on a chain
31 Out of control horse causes a noisy commotion
32 Exiting news by messenger pigeon arrives
33 Rats scurry about possibly making someone scream
34 Small ratter dogs sniffing about yapping
35 Castle cat skulking about watching
36 Hunting dogs taken for a romp outside by hound master
37 Falconer or hawker on way too or from aviary
38 Horse trainer dressed for a ride with servant
39 Servants carrying animal corpses to show someone
40 Resident looking for pet whispering its name
41 Old knight with two young knights
42 Lone young knight in a hurry and late
43 Two old knights whispering stop if seen
44 Old drunk knight helped by squire
45 Several young squires up to some capering and japes
46 Two knights arguing fiercely
47 Knight in church tabard with a priest
48 Three knights on the way to a meeting
49 Limping old knight in unfashionable vintage arms and armour
50 Handsome young knight sneaking to meet a lover
51 Lord of the castle with six veteran guards and an advisor in a hurry
52 Bard singing latest songs to youths flirtatiously 
53 Attractive youth with elderly grumpy guardian relative
54 Young noble reading poetry or philosophy
55 Noble youths playing chess or practising dueling methods
56 Ladies artfully performing needlework on a part of a tapestry
57 Old noble telling a story to some youths
58 Scribe teaching several noble youths
59 Elders with servants talking very seriously
60 Nanny herding small children with servant
61 Scholar sage advisor with a servant and ancient scrolls
62 Grisly huntmaster has a report to make about something they saw
63 Genealogists with books of family trees and scribal tools
64 Treasurer with reports of earnings with two guards
65 Estate steward who manages farmers and land with a report
66 Judge here to see the local lord with two bailiffs
67 Marshal of the castle with 4 veterans
68 Chamberlain with two servants 
69 Herald of the lord with a companion in fine robes
70 Minstrel or jester or other entertainer (possibly several)
71 Astrologer or divination expert with charts and colourful robes
72 Chaplain from the chapel with several acolytes
73 Visiting cleric recruiting for crusade
74 Wizard with servant here for consultation from the guild
75 Wise village elder brought to someone in the household
76 Alchemist procuring ingredients to or from lab
77 Acolyte sprinkling holy water or smoke brazier blessing building and chart
78 Visiting spell caster to entertain the next feast or court
79 Visiting spell caster here to negotiate trade with a faction
80 Visiting spell caster here to recruit adventurers for a quest
81 Visiting bard befriending everyone and drinking with guards
82 Servant searching guest room
83 Someone listening at a doorway (not just a gossipy servant)
84 Foolish silly visiting entertainer seen quietly whispering to someone
85 Noble guests to the castle were seen giving a gift to a castle resident 
86 Someone was seen hiding a note - something written in code
87 Overheard noble blackmailing another with hostages or secrets
88 Criminal guild master with guards here for a quiet meeting
89 Sly-looking adventurer brought by guards for a secret meeting in the household
90 Visitors servant releases a messenger bird
91 See a mysterious figure and it seems to vanish around a corner
92 Felt a strange chill and feeling of fear (possibly some objects rattling)
93 Mysterious shadow seen moving in the castle
94 Phantom of a tragic past resident seen and a few residents know of
95 Spirit seen stalking house possibly it lives inside an artwork
96 A beast has been seen stalking the castle - a resident is a shapeshifter
97 Find someone recovering from a magical attack
98 A spirit has been visiting residents' dreams and people are gossiping about their meaning
99 Castle resident walking in a trance alone perhaps sleepwalking or possessed
100 Residents report divine visions! d4 1=tricky fairies 2=illusion magic prank 3=drugged 4=a divine being trying to communicate some quest it needs help with but has trouble finding right heroes 

Wednesday, 18 September 2024

Rough Levels in Chagrinspire





































This will be roughed out more in Vol3
im also open to suggestions and left some blank spots
VOL3 production starts in earnest now 

This is a rough guide and might change
Its a skeleton to build from
Like when i accidentally made my dungeon 16km high and decided to stick to it

Cannons on the spire can potentially hit targets 4-16 km away from the tower if winds are good but accuracy is poor. Within 4km it improves but targets need to be big. Within 1km individual gnome artillerists can spot you with scopes directly but mostly don't unless the target has a wanted poster.

Messing with the Black Sphere will make them spy on you
If you are a threat expect escalating attacks and security responses 

The central shaft
Vents energy in the form of auroras in the upper airless levels and the shaft has vast water wells around the core shaft are water shields protecting residents from aurora fields. There was a plan to vent the atmosphere of the planet using this but they went for a gate to the plane of elemental air instead (some say the upper levels have air on the inside not outside or claim the atmosphere has enlarged slightly. Elevators and stairs here are frequently blocked, trapped or guarded.

Levels
Each level is about 400m deep with a main level with its own sub-levels.

In between each is a 40m barrier limiting unofficial teleporting and gates made from lead then iron then star metal they pulled from the heavens. Magical energy conduits connect to these and siphon of some of the power absorbed constantly from the multiverse that mostly goes to the Black Sphere in the deep.

Floors has 5-7m ceilings in common areas and 30m-60m high in others
Some have cities enclosed in huge chambers or vast lake cisterns and fungus forests

Standard sub-levels:

Service Crawlspace
 that also connects air vents. These are entered by concealed trapdoor in ceilings in store rooms and are seldom used now except by vermin and some kobolds. Most are crawlspaces and vents that only a gnome could use. Some major 2m tunnels run through sections and some carry crackling cables and ceramic power fittings to the black sphere
Sub Train level to go around the level and to the lower levels accessible by stairs and lifts from the main level
Waste and Water including drains and sewers, pipes some big enough to crawl or walk-in connected to the aqueduct on ground level and the huge wells of water surrounding the central shaft to dampen magical auroras that spark around the upper levels from affecting the Chagrinspires population. Also linked to the aqueduct. Monsters and fish folk and frog folk have run rife in these areas
Storage Levels for food and basic supplies, tins of synthetic food like alchemist gruel
Secret Levels can easily be put in and could be burrowed or more recently added by kobolds or goblins. Secret factions, cults. Black Sphere command centres, grey gnome clan assassins, death guard flesh golems factories, anything.

Golemcars and maps use the old numbering system of the black sphere which also introduced decimalisation to the older sexagesimal system of ancient Exilon.

Ground level
Accessible from the plateau which is quite higher than most of the wastelands.
The former palace of the Master who was claimed to be the ruler of the world but may have been some kind of upper. The master's face is removed from statues, books and posters and rare.

The Gatehouse Palace entrance of the building was a courthouse for internal sentencing, a prison. One part of the palace is intended for staff and visitors to enter Chagrinspire. This is more like a normal dungeon in many ways.

The inside has 5 segments around the central core and water shields.
Many areas are inhospitable to life unless you are automatons or golems
S1 Factory Zone connects to rail station below, automated
S2 Workshop Zone where research projects are tested and made, abandoned but trapped 
S3a Administration Zone of scribe offices linked by pneumatic message tubes, abandoned
-Taxation Department and central bank crawling with kobolds
S3b Ministry of Information & Secret Police HQ and prison, abandoned but strange disappearances and 
crawling with kobolds
S4 Records for data retrieval and the computational data golem stacks, several cults and factions wage war here 
S5 Vault Zone for goods storage and connected to the rail system, abandoned but full of impregnable safes and automated guards who demand to see ID passports

Trance-Central Station 
A multileveled central station, crawling with automatons and golems operating and maintaining the rail system. Repair golem trains and automaton crews fix what they can and report incidents. Trains carry spare line for ad4+1 car lengths. If line is damaged the same place twice an invisible grey gnome spy investigates and can plant a surveillance orb somewhere high and turn it invisible. Agents might use sleep on anyone who might notice them then resume invisibility and flee. Further intrusions the automatons send mechanical Assassins and soldiers for search and destroy missions. Death Guard flesh golems might be sent if they fail.

Parts of the station are accessible and the network of trains might be safer than other parts of the level. Train gangs try to control what they can while avoiding the Black Sphere automatons or worse. Hell even operate a train but you probably want to start with the ground level transit gangs or a kobold train the first time.

--------------------
Upper Levels
6km walls and hills surround base
4km wide base
1 Ministries of Commerce, Mining, Industry, Transport, Automation
2 Ministries of Agriculture, Labour, Beasts, Vitalology, 
Construction
3 Shopping, Museum, Null Stadium Dome, Park of Contemplation, Academy of Nullism
4 Hanger for Autogyros and Ornithopters and great aviation factories 
5 Ministries of Indoctrination, Information, Foreign Affairs, Native Affairs,  Welfare
3.2km wide
6 Menagerie, Library, Printers, Newspaper and radio 
7 Ministry of Telecommunications 
8 Aircraft Hanger for civil passenger, mail and cargo planes 
9 Aircraft Hanger for fighters and bombers 
10 Ministry of Aviation
11 Ministry of War, Barracks and training (cloning & education)
12 Ministry of Propaganda including studios and artists colony 
11
 Ministry of Alchemy with industrial vats for creating life
12 Ministerial Apartments
13 Ministerial Apartments
1.6km wide (14-17 now overgrown with protoplasm and primordial ooze)
14
 Laboratories and industrial-scale alchemy factories
15
 Deathguard, Abhuman & Clone Factories 
16 Protoplasm refineries for growing life forms
17 Poison gas and koboldium explosives refinery
18 Airship Hanger and factory
2km wide
19 Ministry of Weather Control 
20 Ministry of Synthetic Foods (like alchemists gruel and negamite spread)
21 Ministry of Vice
22 Ministry of Arcane Bindings

23 Ministry of Illusion
24 Ministry of Immortality
1.4km wide
25 Ministry of Epistemology
26 Ministry of Metaphysics

27 Miistry of Natural Philosophy
1.2km wide
28 Ministry of Wards & Seals
28 Ministry of 
Wizardry
29 Ministry of Forbidden Lore
30 Ministry of Deicide 
600m wide
31 Ministry of
 Inner Planes
32 Ministry of
 Outer Planes
33 Ministry of Illumination
34 Ministry of Astronomy (directs operations into the heavens)
400m wide
35 Hanger Level Lunar rocketry and aertherships for attacks on the moon and stars (attacks on the sun proved fruitless and made harder since the previous age of darkness of the prehistoric monster kings  
120m wide
36 Great Observation Tower & mission control

--------------------
Underground Levels
These are more likely to have

1 Water Plant and refinery and portal to the plane of water installed when allies in the war blocked all the rivers leading into the region. Now this water drains from Chagrinspire to the Lake then two rivers one to the capital of the former coastal empire, the other to the Templar land capital. An additional sub-level has vast cisterns deeper than most levels. Frog and Fish folk fued and persecute bug and worm folk riding pipe currents into the water sheilds around the core but the upper levels are frozen
2 Foundry and factory and boiler room, all the heated water and pneumatic tubes are powered from here. All powered by a fire elemental gate that has released a gang of monsters
3 Workers Undercity miserable barracks for workers and families now battled over by gangs and various factions
4 Black Sphere Control Centre This is sealed in a stasis field operated from the inside

There are 3 Great Caverns

Karag-Thul The Waste Cavern
 full of garbage and scrapped automatons and golems who rebuilt each other crudely. Other factions live here too building own villages. Giant bugs and goblin scrappers have some areas under control. A ruined dwarf city is buried here and evil dwarves and morlocks and derro live in the deep.

Argmarrak The Lake Cavern full of monsters, frog and fish folk kingdoms waging war and tense stalemates

Pengarringtagor The Grey Cavern is a grey gnome city where the Black Spere gnomes are just a faction here. Miserable gnomes and peoples from all the underland come here to trade and sell slaves and buy drugs and food since before humans existed. One heretic sect worked on the problems of suffering and pain and so built thinking machines that concluded that Chagrinspire and the Black Sphere nullification of time and space was the solution. When ready they seduced human alchemy guilds with guns and automatons. They convinced wizard cults of the outer gods to betray their masters, Binding them and stealing their secrets and power. The cultists would betray their gods and willfully help kill and enthral them and other younger human gods.

Mostly it's a city of gloom and miserable drug addicts and slaves serving bored depressed masters who just get high on mushrooms. Some whole districts have been taken over by non gnome factions and the gnomes actually squabble. The rich grey gnomes to the common citizens and slaves all seem equally put upon by existing and are miserable. 
The rich do find drugs and luxury help pass the time. There are also sadistic cruel black hat gnomes who like to enslave and torment strangers and the redcaps that just rob and eat people. There are rather more secretive and boring esoteric ones not up to anything worthwhile, Dark elves, beast folk, goblinoids and kobolds all have their own districts in this famous trade city. 

Common food is lumpy white barley cooked mushroom dough, mushrooms, bugs, fish, worms, frogs. Rich food has spices and drugs unheard of by surface people. Despite the endless plays, intrigue, and orgies life is a chore and half-hearted. Their gods are even more miserable.

The Black Sphere 
Does anybody know?




Tuesday, 17 September 2024

Chagrinspire Secret Rail Network 4 Orc Pain Train





































https://elfmaidsandoctopi.blogspot.com/2024/07/chagrinspires-secret-rail-network-1.html
https://elfmaidsandoctopi.blogspot.com/2024/07/chagrinspire-secret-rail-network-2.html
https://elfmaidsandoctopi.blogspot.com/2024/08/chagrinspire-secret-rail-network-3.html

Orc Pain Train Engine LE
This train golem is being operated by orcs who have decorated it with lots of rusty spikey things, blood, sheets of metal, chains and restrained dead and living enemies. They have taken many armoured and armed cars but the upkeep for them is costly and used sparingly. The Black Sphere operated orc troops in the past but like orcs did in the age of monster kings they got fed up and rioted). Various trains accept the orders of orcs and some outsider orcs of different lineage have taken some trains. Orcs fight each other.

d12 Current Route & Destination
1 Upper Chagrinspire - into upper levels of Chagrinspire to fight local factions
2-3 Central Line - into the mid-levels of Chagrinspire
 to fight local factions
4-6 Lower Line - into the ground and first four levels of Chagrinspire
 to fight local factions
7-8 Underground Line - into sub-ground industrial and goblin mine areas
9 Wasteland Express - to raid for supplies and recruit more orcs
10 Gatehouse Level Loop
11 Underland Express - through the three deep caverns
12 Orc CIty - an underground utopia for ancient orc civilisation 

1 Barbarian Orc Engine CN 
Wilderness nomads with druids or shaman, with stone weapons. Ride wargs or sabretooths or another Pleistocene beast, out to kill wizards and magicians. Having a great adventure has brought families to join them with plants and animals from home. Many eventually load up with captured weapons and wizard heads and return home to glory or merge with another faction after a few generations. Some non orcs are tribe members even human barbarians and abhumans. They abandoned slavery and now kill slavers and assimilate slaves they save 

2 
Hell's Orcs Engine LE 
Hell minions and use arcane magic and steel more and may have features from the Diablo Express trains and even cars from them. Hell, worshipers assured they will be abishai and work their way up. Bring imps, hellhounds and devils. Many have been to hell and say its awesome with eternal war and suffering everywhere. They seek any captive with a souls they can steal their souls and sell their bodies. Some they force to make oaths to hell and brand them as hell slaves

3 Evil Lord's Orc's Engine NE 
Serve wizards or the evil one with mass-produced iron weapons and armour often have a human wizard or evil priest in command (or did have once). They worship the dark lord and await his orders. In the meantime, they fight and plunder and recruit orcs to the cause. Dead orcs are to made zombies to fight on animated by the dark lords power and if orcs dont join them they are enemies. Leaders will have fell magic weapons

4 Black Spere Orcs LE 
Black Sphere infantry (most mutineers, 1in6 in loyalist) in uniforms with guns and evil priests & undead support (mine sweepers and meat sheilds and some carry mines). Efficient and rely on guns and strict battlefield methodology. They love guns and army life and loyalists are cloned from a loyal unit that never rebelled. They do as they need to, follow orders and dont take pleasure in it or dwell on it. Rebel units attack Black Sphere forces, rob anyone for food and supplies and are always more scruffy and cautious   

5 Chaos Orcs CE
Chaos warband with salvaged anachronistic weapons and mutations often with a patron demon and a sorcerer. Rely on numbers and lack discipline and hygiene. Cant fight in closed formations and try to challenge enemies to one-on-one combat rather than sensible efficient modern war that kills everyone. Carry mutagenic waste and accept some non-orcs into the band but often goblinoids, ogres, or evil demihumans. Have various mutant scavengers with them and weird warped beasts of the wasteland. May have chaos wizards, sorcerers or demon cultists with them too

6 Cyclops Orcs LN 
Arcane smiths with quality weapons and skills with magical technology able to repurpose found engines and golems. Have hijacked various golems and automatons to serve them and their best hurl lightning javelins and use magic swords and hammers. They will make goods for sale and trade scrap for shiny treasure they dont like preferring metal. Their kind used to serve gods and giants and are always scheming to steal griffon gold. They sacrifice magic items all the time to their misshaped smith god. Here for metal and to take over manufacturing facilities to sell arms to the world

7 Pirate Orcs CN 
Come from a ship at sea, roamed as mercenaries and ended up here running a train with some local orc know-how. Orcs from all over the world are among them with several cults. They are willing to work with orcs but other species are fair game to kill and enslave if they don't surrender and present their food and valuables. Have lots of strange arbitrary rules and punishments and have a marine command structure. All kinds of weapons and foreign fighting orcs and experts with boarding tactics with ropes and grappling irons and climbing

8 Underland Orcs LN or CN 
Tribes from the deep who served monster kings in the age of darkness then rebelled and have developed their own culture and orc gods and orc wizardry. This will be a mercenary band come to explore the surface and trade with home from a fortification. Using the train as a mobile base they are exploring and meeting other factions and orc people. Surprisingly civilised they have adapted to guns, alchemy and train combat seriously. Most will be common mercenaries but often in the service of a hero or magician or a party of orc adventurers 

Artillery Car
Car with a cannon turret, heavily armoured with gun ports and smaller mounted weapons. A Squad of armed orcs specialising in train combat are ready inside. Another dozen troops operate the gun and defend the car. Its firing arc is more effective outdoors where the train is not in the arc of fire or in the way. Doors and hatches are very solid and smallarms and non magic weapon resistant. 

Cheif Car
Armoured fighting car where the chief sleeps and holds court. Lots of ladders and hatches and ports and weapon racks. The cheif and elites will usually be here if not fighting or eating. Some keep a pet or jester or a prisoner here also with huge fur rugs, carved wooden idols, severed heads mounted on boards, displays of teeth collections. The chief may negotiate or flee to the artillery car.

Feast Hall Car
The elites and guests gorge themselves to celebrate and the scraps go to the lower ranks. A long table with a podium one end for speakers or entertainers or a band. If in use a dozen orcs, a sub boss and d4 pets.  There are d4+2 servants supplying food and drink. If a feast is off there may be some sleeping drunks (3d4-4) and a d4 pets may be snoozing or eating bones or looking for orc vomit to eat. 

Cooks Car
Cooks work around the clock with cauldrons for soup and gruel, ovens for bread and roasts and fire pits with spitroast sizzling meat. Typically everything is best brown and lumpy A plate of olives, mushrooms, shredded goat, nuts, turnips and beets. Fermented meat and cabbage may be in pots and explode if broken, Mat keeps a beehive in a pot and other dangerous or creepy critters like snakes or worms. The head cook is a brutal fighting cleaver master who commands a d4+4 servant. The head is skilled at throwing stuff like hot soup, oil, rotten eggs, jar of sour kraut, beehive, knives, poison spiders,  snakes or whatever. The servants may be captives or desperate hirelings like kobolds or goblins.  

Food Car
Where troops take turns to eat at swill troughs dolled out by fat orc cooks with cauldrons and big spoons and forks and clever. Cooks visiting here have a hot cauldron of food and will throw hot food at enemies with giant spoons or hit troublemakers. Mostly a mess or being cleaned in between shifts of eaters. Twenty to thirty orcs will be here eating when on use otherwise might be cleaner half the time.

Cage Fight Car
A caged area in the middle used for organised fights for training, recreation or rituals of domination and subordination. When busy it will be crowded with screaming orcs watching a fight. Messy with graffiti and beer bottles otherwise and some blood. Orcs use to let off steam and train. 

Barracks Car xd4+1
Up to 25 orcs sleep here in hammocks and on the floor or sitting round playing dice, smoking, drinking, sewing and cleaning weapons or counting loot. Its easier to clib the roof than squeeze through. 

Temple Car
Magians decorate to their spell tradition with idols, a cauldron, braziers, taxidermy monstrosities, mummy case, skulls, strange trinkets and incense, A magician and followers work here and prepare advice for the chief and magical preparations. May have own pets and guardians and magic defences. Temples keep their own treasure chests with magic traps and 

Workshop Car
Where smiths, magicians and crafters toil with benches, cauldrons and a d4+4 work experts making stuff. Racks of unfinished weapons and looted items are being orcified with some spikes and skulls if possible. In some cases a wizard might make more orcs or abhuman oorcs here from prisoners or magic muck in the alchemist fashion.

Box Car xd3
Supplies and shelves of supplies. Also for livestock and passenger goods and servants or pets. Often orcs operate some unauthorised vice like gambling or drug abuse. 

Prison Car
Captives will be in cages in poor condition and hygiene with at least 4 guards and a torture cell with an expert interrogator. Various prisoners of any sort might be found but some rivals or enemies. They might keep hostages or sacrifices or punish their own kind or freight slaves

Corpse Car 
For undead and bodies claimed for processing for undead or food or other uses. Often just in bags hanging or on shelves, possibly some caskets. If the orcs use necromancy or evil priest magic their will be a specialist in here with assistants and undead ready to be deployed. More powerful undead need coffins for everyone's sake or they moan 

Armoured Guard Car
Car with a cannon turret, heavily armoured with gun ports and smaller mounted weapons. A Squad of armed orcs specialising in train combat are ready inside. Another dozen troops operate the gun and defend the car. Its firing arc is more effective outdoors where the train is not in the arc of fire or in the way.


d12 Encounters
1 Young or servants performing menial steward chores
2 Ticket collector and four orc guards
3 Orc selling drugs and ciggarettes
4 Dozen orc skirmishers all good climbers searching for thieves
5 Dozen heavy orc infantry to or from dinner
6 Orc spell caster and 4 assistants 
7 Orc sub boss with 4 elite orc abhumans
8 Prisoner in chains being taken to cells
9 Envoys of a different orc faction here to make a deal
10 Orc bounty hunters looking for a wanted target
11 Spy from rival faction murder a passenger to make trouble
12 Non orc passengers like demihumans or goblinoids or something weirder

d12 Decor
1 Chains (good for climbers)
2 Spikes (bad for climbers)
3 Blood
4 Corpse chained to wall
5 Painted angry tusked face
6 Flayed human skin nail
7 Battered armour plates
8 Soot and burn damage
9 Severed heads in a bundle
10 Charred skulls and bones
11 Spitoon or chamber pot
12 Beer bottles

d12 Hazards
1 Crossbow trap
2 Poisoned needle on door handle
3 Safe looking handle breaks off
4 Horrible stench or miasma
5 Swarm of vermin like rats or fleas or flies
6 Scythe or pendulum trap 
7 Guillotine concealed in a window trap
8 Concealed or weak hole in the floor
9 Bear trap hidden under garbage on floor
10 Mimic in form of a d4 1=chest 2=throne 3=iron maiden 4=bookshelf
11 Firehazzard from garbage, oil and gunpowder spilled here
12 Choking smoke from orc braziers, cauldrons or torches

d12 Adventures
1 Some orcs want help robbing the payroll of a rival orc train
2 Missing fugitives hiding on an orc train are accepted by the leader
3 Orcs come by train to raid a village for food, and villagers want help
4 A wizard offers magic weapons and potions for recovering a missing scroll
5 An orc will pay if a rival sub-boss is assassinated and clues left blaming another rival
6 An orc train wants help to seize a rival train and assimilate the survivors and ants help
7 Orcs want help to seize valuable automatons deep under Chagrinspire 
8 Orc barbarians know where there are wizards to kill and want help
9 The chief wants a dragon killed and wants to drop off hired adventurers near its lair with some troops
10 Some berserkers with an orc band need killing as they are turning out to be a problem to the boss who is more open to non-violence
11 Orcs want to kill a wizard and help an orc faction save the wizards orcs from slavery. They want experienced outsiders to face the wizard
12 An orc boss wants a necromancer or evil priest eliminated so they can join another faction

d20 Items
1 Magic chain +1
2 Magic cestus +1 +2 vs humans
3 Cast iron hand grenade with fuse
4 Incendiary bomb in clay bottle with fuel and fuse
5 Magic spear or axe or sword +1
6 Bottle of arrow venom
7 Box with 2d6 silver arrows or bolts or shot
8 Medalion holds one evil priest spell
9 Evil cult Medalion 30gp
10 Sheild +1 with a spike or weird face design
11 Whip +1 or club +1
12 Stink bomb with a fuse
13 Smoke bomb with a fuse
14 D6 fire arrows with fuses
15 Rock in a pouch with a permanent light spell on it
16 Lasso or net +1
17 Wrist band with concealed +1 garrotte
18 D6 poison darts save or +d4 damage
19 SIlver Horm once a week summons 12 skeletons
20 Black orb a 2-way crystal ball used by the black sphere for messages

Sunday, 15 September 2024

d12 Divine Manifestations of Wrath





































Pissed off a god? It happens.
Its always eye gems in temples

Gods are notoriously lazy and hide lots so when a god is really mad it can be a bit minimal effort. Might be indiscriminate like a curse or a monster that plagues a region and divination reveals who pissed the god off and is to blame. 

Maybe atonement might be possible to negotiate with a cult before the god takes it personally,

You might not roll rather use as a sequence of escalation like a doom factor
If manifestation is defeated just go to the next higher result

d12 Divine Manifestations
1 A specialist order of assassin cultists is given a divine order to punish a heretic. Most of religion don't know these guys exist
2 A cult champion with their followers will receive a quest to punish the wicked one, inspired by a vision
3 A church leader has a vision from a messenger of the god and the church declare the target a enemy of the church and leverage political power and reach to appease the god. They will use powerful magic to send curses and powerful enemies
4 
Call a crusade of warriors and desperate pilgrims to fight the enemy of god, inspired by a messenger from the godhead offering special bonus rewards in the next life
5 A ruler is sent a vision of the divine and they organise a group of knights to make an oath to quest against the gods named enemies
6 A monster or spirit or lesser minion of the god is sent to spread mischief while avoiding confrontations 
7 A supernatural minion from the army of the god is sent to punish the wicked (possibly a dead hero might return to life for one more job)
8 A divine personal servant of the god is sent to punish the foe from the gods household, a lesser deity or greater spirit often it takes over a statue for a material form
9 Beast form of the god varies depending on the deity and preferences of pets but gargantuan size from legend. It can be a hybrid or monstrous creature manifesting the gods wrath
10 Elemental, energy or weather phenomena as abnormally larger than normal 
11 Human form (may take the body of a cultist) has standard attributes of an avatar and will in person punish enemies
12 Titanic form will rampage looking for the enemy and causing damage to people's property in the way