Sunday 17 March 2024

d100 Terrible Encounters For Charginspire



I will make sets of d12 encounters for the terrain types of terrain around Charginspire and the mudland wastes. These are probably worse, being dangerous foes that make locals worry and are distinct to the regions. Previous posts in this series should help you customise equipment and stuff.

My players realised in this setting you don't need to be good or worry about innocent non scum being heard. If everyone agrees on the mission alignments wont matter and maybe that is one of the doomcore elements of this setting/

The previous post was more to cover a wide weird range of possible gangs. This is more for a wide variety of threats and more detailed. Undead, devils, angels might all use muskets.

I would roll for a 1in12 chance per hour in the wastes but that's probably too mean so once in 4 hours is more reasonable if travellers are careful and quiet. There in a 1in6 chance another encounter is in the area also. Perhaps both are fighting or stalking each other. This is a weird location and you might see a paladin, a devil cultist and a dragon all fighting the forces of the Null Sphere then turn on each other. Might be a good lesson for a party to see. On a roll of 2-3 you might want to roll here.

d12 Close Call to an Encounter
1 Fresh footprints
2 Distant screaming or roaring
3 Distant flying monster or flying machine (best to hide)
4 Hear gunshots in the distance
5 Hear clanking machinery in the distance or underground
6 Fresh chewed up corpses
7 Trail of blood or slime from injured creature
8 Hear the distant sound of vehicles
9 Hear an explosion in the distance
10 Lone scout of a larger group carefully investigate for enemies
11 Trap left by creature as an alarm to alert them
12 Trap left by creatures like snare or landmine with bait

d10 Quick Types
1 Beast abhuman warbands
2 Humanoids warbands
3 Demihumanoid warbands
4 Human warbands
5 Cult pilgrims
6 Vermin
7 Animals
8 Biohazards
9 Mechanisms
10 Monsters

d100 Terrible Encounters For Charginspire
01 Ape abhumans riding mutant horses with muskets and armour, if they see weaker targets they will attempt to capture slaves with nets and lassos. They may try to make humans come peacefully but most like being violent to damned dirty humans
02 Hyena abhumans with a shaman with undead servants. They laugh and howl from a distance when they see you and just want to kill and eat you or make undead portable larders from your corpse. Leave diseased and cursed treasures in front of enemies paths. They make stone tools but steal anything they want including muskets
03 Frog commandos well camouflaged and lurk near water or mud. Sometimes they fake sound of a screaming person to lure enemies into quicksand or traps under the waterline. They will use missiles and flee long before any risk of being harmed. Flooded tunnels they easily squeeze through with false trapped passages makes them hard to catch
04 Rat abhumans will scavenge any tech from stone and to common human or muskets. Will have a boss, a priest to the plague gods, an alchemist and other specialists. These include trench fighters, scouts, snipers, sappers or others. Often have a pet rat swarm and giant rats and in rare cases riding rats as big as dire wolves and quite clever. All carry disease and some leave plague-tainted food and treasure for enemies 
05 Vulture abhuman warriors with great composite bows and swords. The boss will also have a vulture wizard or changeling who will in turn have several student magicians. These arrogant cursed creatures are widely hated and known to seek power over Charginspire. They find ancient bog meat for provisions and will experiment with ancient technology and firearms 
06 Worm abhumans lay in the earth and ambush enemies. They may even burrow under a campsite and attack with short blades or chains. They are wary of situations that cannot burrow or squeeze out. They dine over bog meat of the midlands but like the variety of fresh food or anything edible. Some have trained giant war beetles or riding rhinoceros beetles. Worm alchemists control many giant insects with alchemical scents. They often lair inside giant monster carcases and move on when eaten
07 Wasp abhumans are greedy nasty winged insect folk who kidnap victims with paralysing stings and use to feed their young in a clay cell with an egg. They are interested in any food for their colony but also gather mud or water. Their demon wasp god teaches all the universe is their food bequeathed to them by their ancestors
08 Mole Abhumans dwell under the wasteland and inside the mountain and were made to mine and build by alchemists to labour for them. Now they have occupied many buried dungeons but send expeditions to the surface to kidnap slaves or kill any worm-related creatures. Each has a veteran leader usually a priest and some pet creatures like bugs or worms. They burrow under sleeping people and snatch them 
09 Reptilian abhuman adventurers with various lizard, snake, turtle and draconic humanoids with specialisations like warriors, scouts and wizards. Dragons and snakes tend to quarrel and specialise in magic and shapeshifting. They are here to investigate reports of increased life in the cursed lands, kill monsters for glory and find magic lore or items. They may communicate with humans 
10 Raven abhumans serve a death god and enjoy the well aged carrion of the ancients in the midlands and bogs. Their god has bidden they kill alchemists and any who know of the alchemists of the null sphere in the forbidden mountain. For decades they assumed humans were all cultists here to finish the apocalypse. They have adapted to modern equipment and will use ancient weapons on the provision they use them to kill their enemies off forever and then destroy the weapons. Normal birds often swarm around them carry messages and scout for them. Priests ride giant birds and drop banes and blessings from above. The older and more powerful ones can even fly unaided 
11 Brotherhood of Black Orcs a strong breed of grey-skinned, all-male orcs that don't shun the sun. Were made by alchemists to wage war long ago from pits of exotic materials and rituals. Even other orcs hate them and nobody is spared their sadistic delights. Many wear horned helmets and carry spears, pikes, falchions, crossbows or muskets. They are imperious and martial and may have some goblin thralls who are bat or wolf riders as scouts. They are very rigid dependent on their boss and sub-boss to keep order
12 Chaos Orcs came here long ago and thrived in the mutagenic muck breeding and growing more hideous. These greenskins have minor mutations and worship violent demons who grant wishes for more mutations. Leaders and their supporters are berserkers and they prefer to charge with no plans or tactics. They love the swampy or polluted wastes the best
13 Kobold Swarm a mobile clan of hunters who travel in large amounts and are infamously vicious. They will use bows, javelins and incendiaries to attack foes. They will feint a withdrawal if attacked and then swarm. They willingly will sacrifice half of any group against an enemy and 90% if a blood enemy they already hate. Their thriving demon god hates humans. They leave egg clutches everywhere and easily replace themselves from hatchlings or recruit feral children
14 Goblin Riders from a wolf or bat clan who sweep over the area raiding and harassing enemies but avoiding losing numbers. They live in caves with fungus gardens and grow magical fungus for medicine and war. They came here long ago as scouts but liked it
15 Goblin gang, a mix of regular, hobgoblin and bugbear types who use their strengths against enemies. Goblins are more scouts, animal handlers and magicians. Hobgoblins will be the bulk of warriors and uniformed formation fighters. Bugbears are for heavy support for the others via stealth or information. All carry bows and use sound tactics
16 Gremlins are tiny mischievous unlucky pests that will swarm from tiny burrows to attack. Will use traps and crude mechanical siege-like weapons to entrap victims they can torment and eat slowly. Some colonies keep swarms of rats or flies or ferrets as allies they can even ride. They may sneak in packs and try to sabotage spell components, holy symbols and magic items or weapons
17 Zvardt are bluish ice-loving goblins of the north who come down from the glaciers and sometimes stay a few years. They come to worship the Black Sphere of the mountain. Their wizards may use various elemental cold powers. They are hateful of all life and may be impressed by alchemists or wizards who promise to take them to the Null Sphere or help the Apocalypse hurry up. They wear horned caps and love spears 
18 Norkers are brutish throwback goblinoids extinct in most lands. Here they survive by brute force with stone tools, wooden clubs and throwing sticks. They are larger and tougher and may even nip foes in melee. 
19 Boggles are creepy creatures who live in swamps, some say they are moon creatures, and others say they are faerie and mature willo-the-whisp. They creepily like puppets and stare at people with their googly eyes. They repeat phrases with their creepy sleepy voices and might even be brave enough to kill and rob strangers
20 Nilbogs agents of the lords of chaos provoke violence and march backwards and randomly. Their unnatural condition is from a mirror universe a wizard discovered and now they lie here. They talk backwards and occasionally work with real goblins
21 Dark elves, bored and in need of torture or an orgy or both to cheer up. When they detect foes will try to use ambush and magic and some of their awful pets including monsters or giant animals. They prefer to win with magic and archery if possible and will flee if anyone hurts them
22 Bright elves here to kill any life they find in the cursed lands. May have a unicorn, winged horse or griffon for their leader. They come every century to see if the old evils have returned. If you can convince them you won't trigger the apocalypse or aid the alchemist cult of the Null Spherethey might talk
23 Morlock dwarf clan from the deep seek slaves and machine parts. May have a war machine for transport and some repaired automaton soldiers. They regard other races as cattle they can take to their home base 
24 Derro dwarf clan who served the Null Sphere creators and sought to activate it and start the end times. They use many spells and ray weapons that derro uses to paralyse or control victims or make people fight each other so derro can crush the survivors. They have secret elevators to a secret tunnel network all over the wasteland. Captives are tortured or face dissection or lobotomized for slaves
25 Dark Dwarves were hateful and spiteful but loved to hate and didn't want the apocalypse. They came to kill any they felt might be smart enough to help the forces of the apocalypse. They will utilise the ancient mechanised vehicles and muskets as familiar to them but they often have their own golems and self-propelled abelasts
26 Mountain Dwarves here on a quest to kill chaos and evil for glory. Anyone in the region they assume are cultists or evil but they could be convinced otherwise. They have no plans on returning if they do not have enough glorious battle
27 Halfling spies live in a secret burrow but will follow strangers in the region to see if they are cultists or other enemies. Cultists they ambush and murder, others are ignored or may be contacted if they seem to be allies. If you perform a task for them they will offer local knowledge and how to find caches of food and water
28
29 Changeling loner (an animal spirit or planar hubrid) who visits to kill local horrors every few decades in revenge for loved ones killed centuries ago
30 Grey Gnomes in a mechanised vehichle or airship, with automaton soldiers and small fighting machines. They are interested in curious strangers and recovering lost treasures. Mostly they are indifferent and ignore others and don't want to talk. They serve the Black Sphere of the Apocalypse and were part of the Alchemist alliance of old. They are gloomy and melancholic and sure the end is coming to the universe soon. They casually use ancient technology with a few living meat or crystal items
31 Battered knights on a quest with servants and pack animals. Mostly they have met enemies so far and are wary. They may make enquiries about their quest and offer some aid if it does not risk their goal
32 Barbarians here to kill chaos and spell-using witch folk to save the world. Even literacy is too dangerous and believe city folk are weak and prone to chaos. Burning and decapitation are too good for wizards. May have dangerous pets or mounts
33 Ranger band scouting area for signs of evil returning. Will question strangers after spying on them for signs of evil first. Will have various pets and possibly some monsters or faerie allies who may be hidden 
34 Crusaders with templar priests seeking chaos, cultists, witches, undead or any evil they can destroy. If convinced a party is worthy they may aid them 
35 Adventurers here to plunder and murder for profit. Possibly might be tempted to rob rivals or at least yell abuse and insults at them. They might attack a weaker party or beg for help from a stronger one
36 Scavengers from a local community looking for valuables in the mud, wary of strangers and want to avoid fights, might even scatter in a panic or hide if they see you first
37 Bandits of most desperate and despicable types who take no prisoners, some are famous c
criminals with bounties on their heads that even regular criminal guilds hate
38 Berserkers are kill crazed maniac barbarians here to fight to the death for glory. May be friendly at first offering to cooperate or buy beer or meat
39 Cannibal mutant gang starving and vicious, know normal people hate them
40 Mutant soldiers still serving ancient orders with scraps of ancient uniforms and tech but cobbled together and poorly repaired, mostly wear rags, leaky bandages or hooded robes that easily blend in with rubbish
41 Devil cultists here to sabotage the null sphere cultists from destroying the world. Will appear as adventurers but most have imps and pacts with devils
42 Daemon cultists here to help the apocalypse start again but also want to prolong it to last forever so suffering is eternal. Want the war of the wasteland to cover the world. Appear as adventurers but with daemonic pacts 
43 Necromancer cult with death templars and wizards here to raise an undead army then return home. Hostile to the forces of Charginspire and the black sphere alchemists who will make even death die. All in black adorned with skulls
44 Chaos cultists, mutated violent maniacs often led by a champion with wizard or priest allies. May have pet slimes and oozes or mutated creatures. Here to kill the forces of Charginspire who plan to flatten all probability to zero 
45 Demon cultists here exploring, curious about the powers of the ancients but masters are wary of their abuses to demon kind in the past. Each cult has its own patron demon and varies and many will fight each other. Wear robes but each sect has other decor and colours preferred. Some have normal clothes to get supplies from non-cults 
46 Machine cult here to restore ancient vehicles and weapons and restore lost technology. Despise those afraid of the powers of the ancients and keen to take discoveries back to civilisation. Desperate to understand the power source used that polluted and despoiled the wasteland
47 Fungus cult here mostly to eat and establish fungus forests. Many are infected by exotic spores with fungal mutations like mushrooms growing from their bodies. Some have mobile pet fungus monsters of goblin spore masters to help manage these monsters and plant new fungus forests. Not very interested in fighting but are interested in corpses left on battlefields to make spore zombies
48 Alchemist guild masters with mercenaries here to recover lost secrets of alchemy and hope to explore Charginspire. WIll parley and trade with civilised people but know even the most despicable groups in the waste hate and fear them for their similarity to the ancients. Will used guns, grenades and incendiaries and other alchemy weapons and ancient tech
49 Cult of the Black Sphere Alchemists with uniformed thrall mercenaries, automaton troops and some grey gnome allies to work on machines. May have an armoured vehichle. Looking for materials needed to repair the Null sphere to destroy everything that ever existed. DOnt want to jepordise mission with risks but if they think adventurers have ancient fuel cells or useful tech will attack
50 Black Sphere Assassins who serve the ancient alchemists of Chargrinspire but more secretive, pretending to be scavengers and adventurers to spy on communities. May be friendly to gather information and then betray new contacts if they cant get useful information. May give away free poisoned food or addictive healing potions
51 Swarms of rats or possibly just lots of giant rats carrying disease
52 Swarms of flies or possibly just lots of giant flies
53 Swarms or ticks or possibly just lots of giant ticks carrying disease
54 Swarms of beetles or possibly just lots of giant insects, varieties vary
55 Swarms or worms or maggots possibly just lots of giant ones
56 Swarms or harmless toads or possibly just lots of dangerous giant ones
57 Swarms or centipedes possibly just lots of giant ones
58 Giant scorpions hunting or possibly whip scorpion or solifuge
59 Giant spiders d4 1=black widows 2=tarrantulas 3=trap door 4=crab spiders
60 Giant mantis well camouflaged to life in trenches and fly well
61 Pack of weird d4 1=dire wolves 2=winter wolves 3=devil dogs 4=hell hounds
62 Pack of scavenging d4 1=dogs 2=wolves 3=jackals 4=hyenas
63 Pack of mutant hounds d4 1=scorpion tales 2=hairless and scabby 3=tentacles and slimy 4=infested with maggots and swarm of flies
64 Mutant bear covered in sores, tumours and parasites. Often have tentacles or other unatural features or hybridisations 
65 Giant lizards or newts are often good at hiding in the waste and ambushes
66 Trench Cephalopods are menacing land suid and octopi a kind of undersea faerie being that has adapted to land life. Wear steel helmets, carry guns and  crossbows swords and spears and follow an ancient cowardly code on combat teaching ambush attacks, hiding and disguise. WIll use missiles and spells and flee if anything looks dangerous. There are also ammonite tribes, nautiloids, cuttlefish and other tribes have quarrels since before land was a big deal
67 Manticores, most are pathetic flightless type but some have bat wings or scorpion tails with poison darts. They can talk but are horrible human eaters who delight in tormenting prey with abuse
68 Chimera (various hybrids possible) horrible murderous hybrids who hunger for untainted human flesh
69 Rust monsters busy eating old scrap but might be tempted by other metals. They wont risk too much harm as easy meals everywhere. Possibly eating some valuable item of interest to adventurers
70 Cateoblas love the corpse-filled midlands and thrive, often may have children near
71 Slime-infested zombies spreading their awful condition 
72 Slimes or jellies eating corpses but moving living bodies are delicious also
73 Zombies overgrown in roots and plant matter, where they die vegetation grows including possibly deadly musk flowers that make more undead
74 Ghoul clan live in some buried trench out to feast on the dead, usually to busy eating ancient battlefield corpses and ignore the living, but will attack any who threaten them
75 Wight warriors from some barrow killed in ancient war, now crave living to kill and enthrall as minions to wage war on the living
76 Mobile fungoid humanoid zombies in ancient uniforms spreading spores over the dead to spawn more of their kind
77 Strange trees with hanging rotting corpses in branches, will release these as zombies to bring new unholy fruit to the tree to be reanimated as servants
78 Pod plants are defended by emotionless fake humanoid plant creatures who seek to capture and replace humans with more pod plant people. Sometimes will follow people and wait for them to camp and leave some pods close to replace them. Some locals trick the plants and eat them and the pod people for food
79 Flying burning skulls stretching and looking for victims or intact skulls that can carry to their creators lair
80 Undead animated by colonies of worms which they fling or vomit up on enemies
81 Crab Mines are walking iron crab automatons that explode when a target is in range and can hide in mud
82 Iron Warhounds are iron automatons the size of dire wolves that can track and fuel themselves on meat or any organic material. Some have heavy weapons mounted in them or room for a passenger inside its body. Some act as mounts or guards or scouts. Understand complex orders and descriptions of targets
83 Clockwork Soldier with a musket and a bayonet, officers instead have a cutlass and may have drummers, cannons and cavalry riding Brass Warhound automatons. Serve some ancient faction here to wage war and very Lawful and just following orders given centuries ago
84 Iron Soldiers, musket wielding infantry like a walking potbelly stove also armed with swords and sometimes a pistol. Each has a functioning furnace and requires fuel like oil or coal or shale. They produce smoke which is dangerous to allies in a confined space and helps enemies target it. May explode if killed. Simplistic and follow instructions of creators or their nominated delegates 
85 Iron Pillbug a giant bug shaped automaton scuttles across battlefields harvesting recyclables but also have build in self losing muskets and come in small, medeum or large. Good at sneaking
86 Battle Sphere a one man gyrostabilised monocycle in an armoured sphere with a light machinegun that can be operated by a person or an undead or automaton driver 
87 Thrasher a large slow traction engine with a rotating drum with chains on the front to flail mine fields and the back has a dozer blade. Many are covered in improvised scrap armour and operated by a crew of up to six wasteland maniacs of a machine cargo cult, Armed with d4 1=black powder harpoon gun 2=abelast on swivel mount 3=rack of six muskets on a mount can be swivelled and fire one at a time or all at once, slow to load 4=small blackpowder cannon or swivelgun
88 Scrap Miner, machine size of several houses processing solid and digging and making an efficient patterned mess. Will fire light machineguns at intruders or crush them. May have automaton or humanoid crew
89 War Machine a sentient tank automaton with light machinegun and small artillery piece. Crew can be 2-14 depending on size and purpose and additional weapons. They are gross inside and has choking fumes. The crew are veteran trench fighters or sappers and might belong to various factions. May try and intimidate for information or food or fuel. Often has regular soldiers with it as support who ride on outside 
90 See a moving magic megastructure in the distance, a citadel with locomotion d4 1=walking 2=wheels or tracks 3=levitating 4=on monsters back inside it
91 Undead dragon, skeletal or zombie, mindless killing horror, sometimes has necromancers or death templars as escorts or controllers
92 Basilisk territory, area is corrupted and foul by the basilisk poison nature and it rules over the area killing any life it can. Cockatrices are a good substitute
93 Shoggoth digging a trench or other task may react to intruders or might be too busy
94 Doppelgangers pretending to be adventurers to get close. Will take their time to betray victims and spend time forming perfect identities to delude companions using their ESP powers. They serve the Black Sphere cult and bring them documents they find on victims
95 Wyverns in a pack attack from air and will do flyby poison tail strikes if cautious and curious but if hungry will land to use all attacks or may try to snatch a victim and fly off with them
96 Guargantuan Vulture by day or bat by night keen to gobble up tasty people
97 Giant with troll and ogre followers here to kill alchemists and eat little people 
98 Gargantuan giant insect or other invertebrate digging up corpses to eat. Often ignore people by carrying parasites like giant ticks or stirges
99 Dragons, of all kinds might fly through here just to kill anything that might be connected to their ancient enemy the alchemists of Charginspire. Some may bring draconic templars and reptilian troops to assist them
100 Planar being usually demons or daemons often bound within an area by warding stones or a circle to guard a location or just to stop them escaping. Some may make bargains for freedom. Angels, arkons, elementals and other beings can be encountered like this also and some may be warped by their bitter experiences here and have different personalities than you might expect like evil angel or a demon who wants revenge on the cult of the black sphere

Saturday 16 March 2024

Marvel 1951





































Want to finish Cthulhu SF Campaign stuff I wrote and then will run my retro-clone edition in the setting I'm blogging about. Players realise they could all be awful characters because there are very few innocent people in the setting.

So we skipped a year as 6 weeks since most players were together at once. Since most of the worlds nazi villains escaped to mars on their Von Braun mars colony ships and died on arrival, villains had been slow. The old Department of Superhuman Affairs was dead and Sir Reginald had retired. The new org APIS Australian Paranormal Intelligence Service seemed more about power, salvaging black science and watching heroes for unheroic or communist activity.

Rather than face the Unheroic Affairs Committee all had quit their millitary jobs. Except for Ace who is a sort of mercenary working for governments and worthy causes.

Digger the super soldier had quit the millitary and became security director of Space Security Commission which operated a radio telescope, a supercomputer and a traditional observatory. Working with the director a good friend and Digger seems to make intuitive leaps about space stuff. Digger is fast, regenerates and is armoured with high attributes, combat skills and utility belt. 

Stretcho the detective quit the spy business and started a nightclub run by sidekick Lavender Lass inher public ID. Stretcho ran his detective office from the club and when in private reverted to her true female form. She and Lavender Lass had been married by Venusian Amazons and had their honeymoon there in secret. When they help ladies flee deadbeat husbands they send some to Venus via saphic super science. Stretcho has a plastic stretchy body and is a super strong former spy and expert wrestler. 

Blackjack the mystery man who knows all had never worked for the government and had grown his spy organisation of street contacts. Mostly focused on crime fighting with some occasional supernatural foes. Blackjack can turn into a living 2d shadow and is telepathic.

Ace of Aces had been fighting Mig15s in Korea in his new custom BAC Electric Lightning fighter and had also been performing rescues and trying out helicopters. Has been expanding airfield mobile island fleet. Also can fly, has super senses and regeneration.

Blakjack used his new aura sense stunt on the party and revealed Stretcho is part alien and Digger is alien and not like all the other government super soldiers. Ace was of course dropping test atom bombs to get his powers. Digger the character doesnt know anything about this. 

We had another new player with Blackjack play on public holiday. Another mystery vigilante with super soldier stats and an advanced sf ray gun and gadgets.

I made players roll up two d100 tables one for crime and a weird mystery table.

So to start Stretch was investigating missing ARcheologists from a side with a burned crater nearby. On the way back from the lab with a ginger counter was chased by two cars. Blackjack had joined Digger escorting a v2 rocket to Woomera and miraculously saw Stretcho's car being chased on the underpass. He leaped out his car and his driver stayed with the convoy. He skillfully jumped from the overpass onto a pursuing car bonnet. He reached through the window and grabbed the wheel steering the car ap an embankment and the driver braked. A passenger shot hm in the face.

Blackjack tried same and landedon the road and tried to grab the car and got hit instead nut he was made of shadow at time. Stretcho got her lover Lavender Lass to stop the car and ran with super long legs to join the fight and reached into the car Digger attacked and plucked out the boss. The gang surrendered. Turns out their gang had been paid to stop Stretcho from returning to the archaeology camp.

On way back to camp some heard weird noises and Blackjack saw a light streak into the sun. Turns out the "scientists" from River City U were crackpots looking for Atlantean giants when really they were digging up an alien UFO wreck. They found the crater had been filled in with lots of documents missing and typewriter ribbons stolen. Radioactive footprints were around the site and the landfill was radioactive. Ace arrived in a primitive Sikorsky helicopter and searched from the air and found hole where the landfill came from also radioactive.

So also found two unconscious bodies of missing men. Stretcho used her bio healing powers from her plasmoid hybrid body and while Blackjack did first aid finding them cool and slow heartbeat, did an aurascan. Discovered they were some kind of alien psuedo lifeform replicants. He exposed this secret and told them to give up. They fell over dead and melted. 

So the gang contacted various friends like a Strategic Wing Commander of the Air Force and some APIS agents and millitary and they also enquired about Blackjacks current case. Why he was consulted Digger for at his new job at the space centre. Apparently, genetically modified super locusts had been stolen. Blackjack also had an incident 200 pigeons in co-ordinated flight over him and a police sarge and covered them in shit. Something controlled them he didn't know what. Wondered if the super locusts were connected. There had also been ghost and UFO sightings around city and using past recordings at the space centre found the same force that replaced the scientists had been visiting the agricultural research station where the weaponised super insects had been developed. Party got paperwork from the Wing Commander to inspect the base security based on a possible leak. All in civies and Stretcho as a lady secretary.

Got through elaborate security and found the lab and the frozen bug vault armoury. They had a major and 4 security guards showing g them the lab. Got to see some educational films explaining Commies were weaponising insects so we have to do it do it to defend ourselves. The Ag Lab claimed to be working on pest control in giant domes. Originally Exotech corp plan was the footlong bugs would eat crops then fly into a protein refinery and added to food, saving millions in fuel, transport and farm machines. The millitary planned to steal enemy crops or defend against enemy bugs at first. There was a genetic switch to make them sterile so as not to breed out of control and another to make them deadly flesh-eating monsters with metallic chitten. 

Turned out the major was an alien replicant. There was psionic static in area from the huge bug domes above the lab sub-levels on the surface. Blackjack failed to warn everyone so waited on the tour for the right time. That was when in the cryovault where the theft happened Ace saw a secret door and opened it revealing an alien comms room with a box of whiskey and Cuban Cigars and a nightclub matchbook. They rapidly took out the soldiers and Stretch impaled the major replicant with her arm and lifted him off the ground. Had a laser pistol also and an armband with symbols. Ace gutted the computer. They gang went up the lift shaft and set off an emergency evacuation alarm. Escaped using the Majors ID to open the gates and get back to their vehichle and comedicly huge piles of guns and utility belts they couldn't carry into the black lab under the bug domes.

They called their higher up millitary contacts and military evaced personnel on surface, The heroes saw a car trying to escape with three replicants and stopped them. Then the sound of Ace's Canberra Bomber crewed by his Island base team drowned out everything and dropped several tonnes of napalm on the base destroying all the bugs and burning into the lower levels. This was followed by his buddy flying is BAC Lightning fighter tired missiles opening the black lab superstructure to fire. After all this Ace had to go back to Korea to fight commies.



Party decided to investigate club affiliated with gang that was related to the pigeon shit incident where they were shat on arresting gang members. Sarge advising their plan of action whispered "the pigeons are watching us everywhere". Blackjack had detected a hive mind like the insect swarm ones. Party decided to infiltrate the club and try to capture the gang boss Bugsy North and find out about his alien and tech links.

They all dressed up and Stretch came in a glamourous evening dress and the rest in smart tuxedos and suits. Digger wasn't allowed in but they were very welcoming of Stretcho and Blackjack in his alter ego as a playboy philanthropist. Digger sneaked around the back and used hyperspeed to sneak in and grabbed a box and entered the bar. The others with free drinks met and could see a flight of stairs 30 foot up to an office overlooking the club dancefloor stage and casino. Briefly Blackjack caught odd glimpses of activity inside. 

Blackjack tried to get thugs to let him meet the boss using his streetwise and savoir fair. Reading their minds they were looking for assassins and had extra guards pl7us the boss was awaiting his own assassin to arrive. The discussion broke down and Blackjack became a shadow and smacked them as they shot at him. Stretcho used her grotesque biohealing touch to save one mangled gangster, Digger ran upstairs super speed and looked through the window and saw boss, 4 goons and humanoid insect creature. The gang burst in and the boss tried to exith through a door and drew a laser pistol. The goons had tommyguns and a lewisgun.   

Sadly due to terrible rolls, Digger tried an areas effect charge and missed and bounced off a wall and fell three stories to the club dancefloor. Blackjack tried a charge at the boss who evaded making Jack hit a wall and the boss got into the next room. Amazo smashed a hole in the club wall for patrons to escape. She reached to the office and grabbed the bug and dropped it to the lower floor and immobilised the bug on the floor. It tried sonic attacks while Stretch crushed the bug. Both were losing a few Health points a round so was slow. As they went to get the gangster boss two weird men in black with weird black designer glasses and hats walked through a wall. Blackjack charged them and felt he had slightly hurt the phantoms and then tried a mental attack which didn't harm one of the MIB. They reached inside the mob boss and he exploded in a shower of red. Digger came to help bash the bug monster held by Stretcho and the press got photos. The MIB walked through a wall leaving no trace.

Meeting up at the space centre with the various anti-alien allies they concluded these MIB may be real aliens and possibly only two of them making replicants and probably have a base in the city area and not commuting to space, With captured alien tech and past recordings they will be able to track it. Players want ray pistols which in most super games would be a problem. Ace is the only tech guy in the party and his more a gifted tinkerer-mechanic. Nobody knows how to reload the lasers. 

Will be morphing ideas from the Dark Future RPG, 2000ad comics Vector13 and a Martian Manhuter series from 90s American Secrets. As ever ROM too and I used Dire Wraiths in a campaign for years as a player's personal enemy.  



Thursday 14 March 2024

d100 Found Junk of the Mudlands of Charginspire





































The crap you find in the mud and trenches and ruins of the wastes around Charginspire is the main reason people come here. 

Consider anything found you could roll for its condition or just make a saving throw for item and declare working or damaged and possibly functional. Spells could break or repair them. 

Ancient technology is powered by alchemy not science so detect magic does detect black powder and the rust free steel used in ancient technology. Sadly all the mud in the wastelands is full of alchemical dust from centuries of warfare so also detects as magic and blocks detect magic. The mud is also toxic and long exposure causes mutations or sickness.

d12 Condition
Frontier trading post d8
Country store d6+3
Pawnbroker or crime guild d12
Craftman or merchant d8+4

1 Broken into parts and requires glue or screws or mails or parts to make operable
2 Broken and a major part required repair or replacement that could be improvised
3 Fair condition but requires service to operate or use without destroying it
4 Damaged with crude repairs with improvised parts and some cord
5 Poor condition, well worn with oxidised metal and needs a clean
6 Has been used and poorly maintained
7 Has had some quality repairs and well used
8 Worn but well cared for and repaired
9 Well-maintained condition
10 Good working condition like in armoury or shop model
11 Brand new, only unboxed and tested 
12 Unused, fresh from factory in a box with a manual

d12 Technology
1 Age of Stone use all natural materials mostly like leather, flint, obsidian, bones, shells, sinew, plant fibres but often made use of metal or glass or more modern materials if they find them. 
Build monumental ritual spaces, fish traps, erect monoliths or work on vast earthworks as part of seasonal rituals. Lack of distinct elites in a separate housing, assemblies of elders may point special leaders for special tasks like war or appeasing spirits or craft or hunting 
2 Age of Copper with crops, livestock, and large towns. Copper daggers, hatchets, spearheads, maces, and small swords of metal are impressive status symbols. Mighty bosses direct organised uniform troops and  May have the start of elaborate picture symbols. Writing is a secret for priests and wizards. 
3 Age of Bronze the start of urbanisation, commonplace writing, walled city-states, chariots, kingship, mighty monuments like ziggurats and pyramids. Improved armour, weapons and walls make cities stronger and they began to control more irrigated land towns grew into cities
4 Age of Iron still uses bronze mostly but the start of empires and the unification of arts like language, measurements, sculpture, astrology, alchemy, mythology and money. The emergence of gods into distinct pantheons made up of member cities united. The glory of the empires may rise and fall. Their names may last the ages or are forgotten
5 Age of Steel where remaining empires struggle to retain civilisation while barbarians and monsters ran amok wrecking everything. Big empires struggle with infrastructure, living standards and defence. Local lords start assume fuedal system in some areas. Arms and armour grow heavier and more diverse from so many mobile peoples and for flexibility
6 Age of Faith where great religions united vast religions and persecuted older religions and gods and spell users zealously. Great cathedrals, defensive castles and towns were ruled by fuedal noble families who depended on alliances to cooperate in peace. Well-armed orders waged war abroad as frontiers and some lost arts and new ones were recovered. Steel is commonplace but iron and bronze are still common. Commonerers are less involved in warfare and more on the land. Missionary traders and soldiers begin to explore the world
7 Age of Alchemy where increasingly mechanical and black powder weapons appeared. Steal became standard with plate armour, polearms and muskets side by side. War is prohibitively expensive and mostly won by mercenaries or on allies who come in time. Medicine, arts, and construction all improve and great universities are built. Butants become increasingly common
7 Age or the Gun where armies of musket men and other specialists march into battle with cannons blasting them. The great powers used conscription to raise armies with nationalism and religion and fight over colonial assets and trade advantages over people with less guns. Clockwork mechanical marvels like clocks appear in every town and for the rich.
8 Age of the Machine where alchemists improve firearms and use dangerous alchemical polluting fuels to power huge ironclad vehicles and war machines. Rail networks, factories, ,  and automation on farms made cities swell. Explosive shells and bullets with brass shells became standard and left a taint over the land and those who wielded them. Aristocrats dwindle as new democracies and despots replace them
9 The End Times with machine wonders like personal horseless carriages, airships, photography, telegraph, electric lamps and gatling guns. Power lines, huge power plants and pylon networks allowed the toxic power plants to be further away from the rich. These were the peoples who lived when the Alchemists began working on the Null Sphere within Carginspire to neutralise the multiverse. This started the apocalypse war
10 The Apocalypse Age where wars were waged for centuries killing the best heroes and wasting materials and labour that could have made a utopia. But the alchemists did not want utopia they wanted nothing to have ever existed. As the war raged they developed lighter-than-air power flying machines, motorcycles, submarines, armoured cars, radio, tanks, battleships and many terrible wonders while non-essential knowledge was sacrificed in bloody trenches for centuries. Advances in medicine helped repair soldiers and erase their tortured memories
11 The Forgotten Times where it seemed all reality would implode into non-existence and the world was poisoned wherever war was waged. Alchemists made monsters, mutants, abhumans and automatons and the living dead to help exterminate their enemies. Magicians in their bunkers kept pushing the limits as magical resources used in the last age were depleted leaving the rusted hulks of great machines everywhere. The great tracked land leviathans destroyed the last cities resisting with elemental power unseen before. Some of these were cognitive thinking machines. Various mind-altering gasses and experimental rays are used to confuse troops or to turn them on their own kind
12 The Twilight of the Multiverse which events are unclear but after 90% of intelligent beings were dead. The final great war machines that walked and used legendary rays that caused sickness, and madness turned targets to ash. Many items are made of intelligent crystals or living alien flesh or shapeshifting morphic metal Strange flying luminous machines are seen and people say this is the alchemists still checking up on us and the Null Sphere. Some say they all raced to the end of time so they don't have to wait and we just see some of their machines sometimes

The cults today who wish to steal the secrets of the alchemists and the Null Sphere credit them with all non-human intelligent life, the gods, magic, monsters and all kinds of things. The alchemists said all other fields of knowledge were meaningless and pointless distractions

d10 Junk Types
1 Campsite
2 Personal
3 Clothes
4 Rations
5 Tools
6 Armour
7 Weapons
8 Automatons
9 Vehicles
10 Documents

d100 Found Junk of the Mudlands of Charginspire
01 Used bandages and medicine packaging
02 Pair of old boots and possibly boot polish 
with brushes in a box
03 Pots and pans
04 Can opener
05 Tin bucket with lid for nightsoil
06 Bag of charcoal and field stove
07 Sandbags and trench tool
08 Empty bottles and tins
09 Bedrolls
10 Tarpaulins or tent
11 Tin water flask with leather carry strap
12 Steel pocket flask of d4 1=schnaps 2=2d4 healing potion 3=holy water 4=cure disease potion
13 Damaged pocket or wristwatch

14 
Tattered folding umbrella repaired with rags and needs some oil
15 Horse saddle and some horse bones
16 Shaving kit in a bag with folding barbers blade, soap, brush and hair oil
17 Pair of spectacles, improves vision for reading possibly damaged
18 Musical instruments d6 1=guitar 2=flute 3=accordion 4=bagpipes 5=trumpet  6=drums
19 Chess set in a box with a few replacements and bottlecaps to play checkers with
20 Religious book of ancient dead faith
21 Millitary cap or hat
22 Fancy officer hat
23 Workers hat usually mining or builders cap but possibly a chef or other hat
24 Military uniform in good condition of ancients 
25 Nice pair of boots
26 Hooded rain cloak
27 Chamaflaged cloak
28 Heavy winter oil skin coat
29 Iron mask with lock on a skull
30 Trench coat
31 Tin of crackers
32 Sack of root vegetables including potatoes, turnips, beetroot, carrots and parsnips
33 Tinned soup 2d6 single serves or one huge tin
34 Ration pack with tinned meat, tinned cheese, chocolate bar and pack of ciggarettes
35 Tinned fruitcake 
36 Bottles of wine or beer or wood alcohol
37 Tinned roast chicken 
38 Mysterious meat jerky or pies
39 Sack of onions or garlic bulb
40 Salted pork and dried beans 
41 
Horse saddle and some horse bones
42 Folding trench tool
43 Fire axe or sledgehammer
44 Box of fine steel carpentry tools
45 Mould for bricks
46 Miners pick
47 Chain with d4 sets of manacles
48 Bundles of rope 
49 Ladder
50 Hand pump to move water out of trenches
51 
Dented steel helmet of the ancients with a skull inside
52 
Damaged gas masks on rotten bodies or one in a case 
53 Knights helmet
54 Curiass chest plate with some bullet holes
55 Sheild, various types
56 Iron cap with horns
57 Steel gauntlets
58 Chainmail shirt
59 Heavy leather apron
60 Heavy goggles or ear muffs
61 Flint tipped spears or stone hand axe or knife
62 Bayonette, older types just a spike 
63 Commando blade or officers sabre
64 Crossbow or bow or d4 javelins
65 Musket or flintlock pistol or blunderbuss
66 Revolver pistol or 
67 Bolt action carbine with ammo belt of 4 shot stripper clips of bullets
68 Pole axe or halberd or spear
69 Cast iron spherical hand grenades with fuse or sweaty unstable dynamite
70 Crude incendiary bombs from bottle with rag for fuse and flammable liquid
71 Remains of humanoid soldier automaton (sometimes might have some life)
72 Large rusted industrial robot
73 Metal sphere designed to roll over battlefield but dangerous to operate
74 Walking land mines like mechanical crabs can bury self and recognise friendly uniforms
75 Mechanical dog or horse damaged but repairable
76 Mechanical spider with battling gun or clockwork spider with crossbows
77 Mechanical spinning top with decapitating blades lacks launch device
78 Limbless entertainment or sevant automaton in mud happy to chat if wound up 
79 Mechanical limb on a skeleton
80 Automatons head requires body to operate 
81 Rusty car with unable fuel cell explodes if damaged
82 Several rusted car wrecks in heap of rubble
83 Half buried wrecked train
84 Crater with burned remains of ornithopter flying machine 
85 Wrecked fishing boats dumped here by floods long ago
86 Shattered huge aircraft wreck
87 Burned out rusty tanks
88 Tractor in repairable condition
89 Steam halftrack cycle half buried with broken track 
90 Battered truck with lots of scrap repairs, signs of home inside and trade goods
91 Battered wizard spell book or alchemical recipe book with damaged pages
92 Illuminated prayed book of dead religion to inspire troops who fought the apocalypse war
93 Trench maps in leather wallet showing buried bunkers and other possible loot
94 Manual on operating a vehichle or other machine
95 Book of a cult talking about their demon patron or some evil god
96 Book by former alchemist serving the null sphere cult warning of the threat to all existence of the black sphere under Charginspire
97 Manuscript of sad and depressing war poems with sketches of terrible machines and corpse filled scenes of horror 
98 Field guide for prospectors in the great wastes, warning of various hazards in collecting scrap of the ancients and tips on finding valuables and avoiding curses and the best markets for selling. The writer vanished while researching a sequel on exploring the mountain of Charginspire 
99 Esoteric occult diagrams in ancient battered tome, wanted by a cult for centuries, will fight to the death for it. Possibly connected to the secrets of Chargingspire
100 Ritual manual made of human skin vellum and a ritual to bring Xor into this world as a weapon of desperation against the alchemists and the Null Sphere. Will call Xor the universe of living flesh to absorb this world and all life in it to save the multiverse  

soon
d100 rumours
d100 magic items
d100 special encounters
encounters by terrain type
some dungeons

Sunday 10 March 2024

Surface Structures of the Chagrinspire Wastes





































These are structures to populate your hexes. I recommend generating the terrain around the mountain of Chargrinspire and generating some surface structures for each one. Populate them with hazards, monsters and various peoples. WIll be encounter tables hext and subterranean locations under the wastelands. I will make a simple map for GMs to use to make a hexcrawl sandbox of their own.

Tech even most basic people will adapt and use glass for flint and use metal if they can find it. Typical technology of a fantasy setting is available outside the region but many have brought it into the area and even built in more modern styles like castles. Most outsiders will be amazed by magical technology. alchemists had various dangerous fuels and and radient crystals they used to power machines that produced toxic waste. Some of this fuel is hard to find now making some of the most advanced vehicles and weapons to no longer work/

I plan to make a bunch of dungeons for this too.

I recommend anything by Gus L and Anomylous Subsurface Environment adventures to stick here. This setting being really the mountain and surrounds could be on Planet Psychon or dumped on campaign setting just slightly out of reach of civilization.

d10 Quick Types of Surface Structures
1 Shelters
2 Trenches
3 Transport
4 Industrial
5 Storage
6 Housing
7 Support
8
 Defences
Natural
10 Magic

d100 Surface Structures of Chagrinspire
01 Hidden shack made of garbage among some rubble and remains of walls
02 Concealed crawlway into a buried building used as a secret hideout or lair or a loner
03 Cargo container someone has cut a door into with filthy mattress and other goods inside
04 Weathered tents surrounded by earth mounds and campsite
05 Small shack over the entrance to underground passage or structure
06 Small shack where soldiers lived and left some d4 1=food 2=vermin 3=traps 4=human bones
07 Ruined bridge or elevated road with a shack built from scrap or rubble underneath or on top
08 Metal pylon tower someone has built a shack in the upper structure from garbage
09 Remains of rusty machine piled with garbage converted into a shelter 
10
 Concrete shelter to resist some awful aerial attack still locked behind a vault door
11 Earthen mounds and ramparts from ancient battle with craters and corpses
12 Trenches flooded with water or mud
13 Barbed wire or thorn bushes protecting a trench network
14 Trenches flooded and full of floating corpses
15 Trenches protected by land mines
16 Trench system with entrance to underground complex or tunnels
17 Trenches with remains of rusty artillery pieces
18 Trenches and moats around earthwork hillfort
19 Trenches around a concrete bunker 
20 Trenches with dugout shelters and remains of camping gear
21 Remains of ancient roads sometimes with wrecked vehicles
22 Remains of ancient iron rail system sometimes with a wrecked train
23 Rusted remains of a ship or boat moved by flood or long-gone lakes or rivers
24 Telegraph or telephone wire poles in a line connecting strategic points
25 Battlefield where alchemy-powered tanks battled reading craters and rusty wrecks 
26 Gigantic humanoid walking machine, fallen or trapped in muck long ago
27 Huged rusty tracked machine, unclear if for war or construction from the condition
28 Skeletal frame of a crashed airship or other aircraft wreckage
29 Gravehard of wrecked vehicles used as scrap or possibly crude walls
30 Remains of canal possibly with a wrecked barge
31 Concrete walled substation for power or telephone exchange, easily fortified, several stories to with large metal doors
32 Remains of huge factory complexes with huge towering chimneys and covered in filth, inside there are assembly lines, mills, occasional tools and workshops
33 Pumphouse complex near gigantic pipes and remains of waterway now just mud
34 Power plant badly damaged by shells and it terrible wrecked conditions, fenced off areas with metal pylons and transformers
35 Dozens of broken greenhouses from farm complexes, desolate or overgrown with feral plants
36 Vast amounts of rubble from destroyed industrial complex
37 Vast quarry or claypits with remains of equipment
38 Surface mining complex with smelting complex above huge subterranean mine complex
39  Vast construction site of a building or enormous vehichle or walking machine
40 Huge refinery complex of pipes and tanks, likely badly damaged
41 Complex of huge warehouses in various conditions
42 Concrete bunker with vault door for storing defence supplies
43 Large flat area with hundreds of metal cargo containers from ancient
44 Train stations with at least a hundred rail carriages in storage, many with cargo containers
45 Collection of metal cargo containers stacked and turned into a walled settlement
46 Vast garbage dump of household and industrial garbage
47 Concrete bunker storing toxic and mutagenic alchemical materials, some have been broken into or flooded and leaking
48 Concrete pyramid structures guarded by automatons where ancient terrible weapons stored with magical security
49 Armoury complex protected by automated weapons, traps and automatons of the ancients
50 Bank vault used for storing currency and treasures seized in war
51 Barracks for soldiers long abandoned with a square for marching 
52 Prison for captives with hundreds of prisoner capacities, multiple wings each with cells and a wall around outside with razor wire. Often has workshops inside and a graveyard
53 Prison camp with wire fences and 4 towers of automated guns and searchlights and an inner area with tents for prisoners. A gatehouse and administration office in front is highly secure
54 Rows of houses badly damaged in a culdesac once for VIPs
55 Rows of multi-story worker townhouses often badly damaged
56 Walled semi-concealed village camouflaged with trash possibly still populated or a campsite 
57 Damaged apartment blocks some have collapsed or been burned out exposing metal structures inside walls
58 Damaged urban block fenced off and now outpost for a faction with crops growing inside
59 Stilt houses over mud and bogs are difficult to reach except by boat or guarded walkway and constructed well after the apocalypse
60 Farmhouses with fenced livestock and crops, possibly still operational if sheltered and away from roads
61 Field hospital of tents and portable buildings with a fence surrounding it. May be treasures inside but long abandoned and looted long ago
62 Command centre in a good conditioned fortified ruin used by leaders of a faction long ago with banners and propaganda posters inside
63 Fleet of wrecked supply trucks attacked long ago
64 Communications bunker with concrete shelter surrounded by trenches, barbed wire and landmines.  A huge rusted radio tower is on the roof
65 Trollies abandoned full of brass artillery and ammo shells were on way to be recycled and forgotten
66 Camp for processing corpses with thousands of body bags in cargo containers, undead lurk here sensing food or death.  Huge morgue here with slabs for bodies and once-refrigerated sheds
67 Millitary training camp with commando course, barracks, shooting ranges and classrooms
68 Fortified laboratory bunker developing new awful weapons, abhuman vats or automaton troops for the war effort
69 Printing press complex making war propaganda and manuals to operate ancient equipment
70 Alchemy complex where potions were made in vast quantities and soldiers and monsters grown in vats. Often inhabited by mutants or monsters
71 Huge wall at least 40 feet or 12m high and half that wide with crenelations on top and a walkway with remains of towers. Often the enemy side also has earth ramparts and trenches making the walls higher 
72 Airfield with huge hangers where vehicles were stored and repaired, often badly damaged in war
73 Garage for a motor pool of mobile infantry with rusted hulks of vehicles often badly damaged by warfare. There are barracks for crew here and many non-war vehicles like staff cars and trucks
74 Huge ruined siege cannon on a huge structure to expand its range, once dominated area often damaged or abandoned, now rusted and wrecked
75 Outpost with a watch tower and fence with some barracks and supply stores for a squad or two of soldiers  
76 Huge concrete and steel fortresses of the ancients were often badly damaged by artillery 
77 Defensive line often on a ridge of hills with pillboxes and turrets on concrete bunkers. The structures are connected by tunnels with underground barracks and shelters 
78 Checkpoint through a fence or wall with barbed wire, thorn bushes and landmines and a small shack acting as a checkpoint at the gate
79 Huge wall, dividing area with a huge well-defended gatehouse with towers, portcullis gate and huge metal doors. There are murder holes, crenelations and other defensive features
80 Vast earthworks create a choke point with a fortified bridge where defenders can pour missile fire onto who crosses
81 Giant hive complex inhabited by insectoid abhumans ruled by a queen like wasps, bees or termites or ants
82 Area covered in giant ant mounds and tails of the ants carrying food and piles of dirt
83 Patch of dead trees with large woven treehouses where some species have taken up residence and might still remain
84 Ruined buildings and rubble coated in cobwebs where swarms of spiders and giant specimens live
85 Strange huge trees with odd birdhouses in branches, the houses and trees are part of a living creature and give birth to stirges when the trees smell blood
86 Huge silken spheres in dead trees or ruined buildings, if disturbed the cocoons hatch into giant insects 
87 Vast area overgrown with thorn bushes some have a maze through them or some species may enjoy the protection of the thorns
88 Giant frogs have built a dam now full of water and tadpoles which they guard. When the time is right they will dig a channel to a waterway or lake when tadpoles right size. The tadpoles can strip flesh from anyone in their way in water
89 Huge garbage mounds full of giant vermin nests
90 Monsters have shaped trenches through walls of garbage and rubble leading to an open area with piles of treasure. The monsters await in ambush hiding in trash
91 Bunker with automated magical artillery that shoots fireballs long distance
92 Bunker with a monster generator inside, daily a squad of fresh ancient troops in uniform come out ready to kill
93 Gate arch or circle structure where beings were summoned to wage the war
94 Large teleporter pad where soldiers were teleported to a synced pad in another hex
95 Stone dome is flying machines or beings enter the area, a dome opens releasing mechanical birds or winged insects to attack
96 Area is overgrown with living flesh even trees and plants. This is the being Xor. a universe fo hungry flesh making a foothold on this world. Often these locations have been dominated by chaos or disease demons who seek to subvert Xor's hunger for whole realities
97 Elemental node attuned to one type guarded by elemental beings, in ancient times elementalists used these to summon monsters or to escape the war
98 Vast bugling pool of primal chaos guarded by slimes and mutant warbands
99 A vast magical staircase goes up and then fades away, any using it are plane shifted to the upper plane to the gardens of Arcadia near the citadel of Paradise. Troops from here tried to raid the upper worlds 
100 Crashed flying rock with a castle complex once belonging to giants. It may be repairable but often occupied by devolved giants or monsters

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