Sunday, 25 June 2017

Fuzing Monsters

+Scrap Princess suggested the following elegant method for coming up with monsters:

"If you are just straight up picking a monster out of the book to use but it's still so boring the convenience doesn't seem worth it , try combining it with the preceding/receding monster."

Brilliant if you happen to find yourself at the table armed with nothing but a dry and dusty monster manual!

I thought I would try a similar concept, smashing two concurrent monsters together from two different books. Here I've combined monsters in order as they appear in the 4th edition monster manual, with the monsters in order as they appears in the 4th edition underdark book.

ABOLETH + DUERGAR = Dueboleth 

Squat slugmen that enthrall sludge working slaves through pheromone ridden slime. Sludge slaves pile up vast structures of sculpted mud in Dueboleth owned swamps. When mud structures reach their pinnacles many Duebloeth crowd about to watch inevitable collapse. They slobbercackle wetly at the one who lost his slaves and mud pile.

(HD: 2, Vomits slime that acts as charm spell to all nearby).

 ANGEL + GOBLINS = Goblin Angel 

Corpulent and winged, ever birthing fresh goblin offspring from above. Will nest in some secret spot during the day, and spread her sons and daughters about the land at night. Goblin Angels explain sudden and dramatic infestations in areas that are traditionally goblin free.

(HD: 4, Births a HD1 goblin every d6 rounds when in darkness)

 TROGLODYTES + ARCHON = Primeval Lizard 

(Basically David Icke lizard people)

Immortal scaled ones present at the conception of the current age. Only leave the inner earth when on hunt for new thralls. Looking one in the eye causes the mind to melt away. Can possibly change shape but power is mostly irrelevant as can bring mortals to their knees with a gaze. 

(HD: 8 (will revive in 12 hours after "death"), test WIS if eye contact made or lose d6 INT permanently (can occur more than once)).

 BEHOLDER + AZER = Azolder 

Volcanoes are gods and the azolder are their servants. Heads of single eyed belching flame and body of hardened pumice. Colonies of priestly Azolders obey the inscrutable demands of the bubbling magma pit beneath them. The thing at the bottom of the magma is, of course, an enormous eye.

(HD: 3, Fireball can erupt from headeye once a round).

Go try it yourself!

Note: (I've skipped some monsters because a) they were too silly/unwieldy/boring (Abominations) or b) Didn't see them due to the weird layout of the underdark book (Dwarfs)).

Saturday, 24 June 2017

Fortress of The Fungi Chemist, Level 1

Here's a demo/preview of "Fortress of The Fungi Chemist", a dungeon PDF thing I'm working on. It shall be 3 dungeon levels, an entrance region map and a couple of extra area generators once finished.

Written up for TBH but easy enough to run with anything you're playing, I imagine.

Level 1 could probably work fine as a stand alone dungeon, plop it down some where and make the descending stairs just go to random caverns or another dungeon.

Introduction text for the GM from the PDF: Lightless, vine-covered and rotting-stone, top level of abandoned dwarf fortress. Beneath vines is ever impressive carved stone, crumbling with damp and vegetation. Barracuda men mostly inhabit flooded western half, jungle dwarfs the east. As highest level of fortress allows views of jungle and of interior cavern.

If you do have a peruse (or even better run!) any feedback is appreciated, so I can tighten/change things before the lumbering and eventual final release. 

Some preview images: 

Saturday, 17 June 2017

Catacombs of the Invigorating Dirge (1 Page Dungeon)

"Sublime tune has been nightly wafting from the cliffside catacombs for endless moons. Local populace wracked with trepidation and foreboding. Whispered reports of floating bones and from-far neer-do-wells tamping through homes of dead during slumbering hours."

A 1 page dungeon tuned for TBH but usable in any game methinks. Take a party of adventurers to chat to "Barg the Man Driver".

I used the methodology outlined here  to create this 1 page dungeon. I've been doing a bit of mucking about with "layout" recently and I just wanted to try out a couple of things and this is the result. I tried to keep the text as sparse but evocative as possible. Might do some more of these in the future!

Wednesday, 14 June 2017

The Mutations of Mercury

Monsters come from the stars. Metaphysical vapors emanate from the celestial bodies and imbue aspects of reality with their nature. The sphere of Mercury is one of speed, thinking and communication. Beings infected by this realm are liquid in form, nature and thought. 

Since the cracking of the sky there has been a great many changes in men and beasts. What was once natural is now monstrous. Whole tracts of land are known to have been warped too, along with what was once clean settlements of god fearing men. 

The mutations known to be brought to earth by the yellowing smog of Mercury are listed below.


Mercurial Mutations of Men, d6: 

  1. Leering, sulking scouts that slither and hiss, able to merge and melt with their land to dis-and-re-appear at will. 
  2. Winged men in many forms, always with yellow plumage. 
  3. Future see'rs, tormented by visions moments, weeks, months or years ahead. 
  4. Too lucky fools, bumbling idiots that win every game they ever play. 
  5. Men with invisible guides, friends and companions which brings them unknowable advice and pariah-hood. 
  6. Short lived men of incredibly swiftness. 

Mercurial  Mutations of Beasts, d6:

  1. Oozing and snake shaped, have the ability of dribbling shape change and camouflage.
  2. Beast that have many forms and always uses the most advantageous to their advantage 
  3. The ability to talk, though beasts do not see the world the same way as man, which hampers communication. 
  4. Gem, gold and wealth eating, which inordinately hardens the hide.
  5. Wings, a hypnotizing gaze and a penchant for riddles. 

Mercurial  Mutations of the Wilds, d6: 
  1. Infection of invisible and winding walls, either as mazes or pushing travelers along an unknown path. 
  2. Messages are whispered through the trees, spelled out in the pebbles and washed up on the shore.  
  3. Land has become stunning in its sublimity and evokes fits of emotions 
  4. Infected with ever crossing migrations of men, beast and plant. 
  5. Terrible and dangerous illusionary landscapes, that keep perils hidden until too late. 
  6. Flooding, damp, swamping and the vileness that brings.

Mercurial  Mutations of the Town, d6: 

  1. Opulent bastions of greed. 
  2. Ever roving bands, transporting sin.  
  3. Far reaching cells of cabals of insidious thought. 
  4. Pit of pigs and gluttons. 
  5. Places wracked by boundary disputes, town cut in halves or quarters. 
  6. Debauched and ever masquerading celebration villages. 

Monday, 12 June 2017

Shaman Character Class (The Black Hack)

[Fragments from the Draft Archive: This post has been resurrected from my back catalog of draft posts left unfinished over the past few years. I'm dredging through them all, deleting most but pulling some out, polishing up whatever is there and publishing it. I'm hoping it's an exercise in clearing out my backlog of ideas my mind still might be slightly attached too - scrubbing out my psychic connector tube to the unrealrealms for fresh new torrents of multiversal plasma.]

This character class was the work of +Edward Smith , who jumped at the opportunity to make his own character class when I said to my home group "You can make whatever class you like!". I have made some minor edits and addition as well as writing the Shaman's introduction text. 

[Originally planned for B/X this shaman class will now be written for the Black Hack. A) Because it's quicker and B) The Black Hack is what I'm running at the moment.] 
The Shaman:

Shamans love to experiment. One who has the ability to journey to the spirit realm within the fragile confines of a mortal body finds their comprehension of the physical forever altered. Life and death become aspects of a singular whole, spirit and reality two partners in the same dance. A trip to the land of the spirits opens ones mind to the infinite alchemy of life. The lifeblood mojo that surges through all living things becomes a source of infinite possibility. The assumed laws of nature melt away and open the mind to the playground of the poultice!

To what end the Shaman's experiments are traveling towards is unclear, no less to the Shaman himself. The soothing sounds of the drum and the chant, replicated imitations of the heartbeat of the universe, calm the Shaman's heaving mind jam and help him focus his magical grasp on the nature of reality. No song will ever silence the Shaman's spirit companion though. The universe groans its fortean energies always towards balance and a mortal entering the spirit realm opens the door for a denizen of the nether to enter our reality, with the Shaman as their anchor. For better or worse the destinies of a Shaman and his Spirit Guide are intertwined.

Starting HP: d6+4
HP Per Level/Resting: 1d6
Weapons and Armour: Shamans may not wear armor heavier than leather and may not wield shields, the only weapons a Shaman may use are a Staff and the Blowpipe.
Attack Damage: 1d4 / 1 Unarmed or Improvising.
Special features: 

Roll with advantage when testing WIS to avoid ill effects of any mind altering substance/spell.

Juju Spellcasting: A Shaman has the same spell slots as a cleric. A Shaman will be randomly allocated spells each level. A shaman only ever knows the amount of spells that they have slots to fill, ie at level 3 they know 2 level 1 spells, 1 level 2 spell. There is a 50% chance the spell may be either a Cleric or Conjurer spell. Roll dice to work out which random spells the Shaman gets.

Shaman make an absolute racket when they cast spells, pounding on a drum, spitting down a flute, anything they can get their hands on. This cacophony is needed for the spell to be cast, shaman can never cast in silence.

If the Shaman's spirit companion dies he loses the ability to cast spells.

All other rules for spellcasting are as in TBH.

Mojo Poultice: Shamans carry with them at all times a pouch of random alchemical/herbalism ingredients. They can mix these ingredients into a poultice and apply it to those around them. Shamans are never quite sure what effects their work will result in. 

When applying a poultice roll a d6:

1.    Target takes d6 damage

2.    Roll a d2 (1 = constitution, 2= strength), target loses d4 amount of that stat for d6 days.

3.    Target has an allergic reaction, they look hideous (boils, rash etc,) and lose d4 charisma for d6 days.

4.    Target gains d6 points of HP back.

5.    Target is Constitutionally Enhanced for one day (additional d6 hit points to their total hp)

6.    Roll a d2 (1 = constitution, 2= strength), target gain d4 amount of that stat for 1 day.

Re-roll on a 1, if another 1 is rolled, assume a 2 and a 3 was also rolled.
Re-roll on a 5 or 6, if another 6 is rolled, they also are healed completely, but the shaman is left drained and cannot cleanse again until rested.

The Shaman only carries a fistful of ingredients at most. His Juju ability is not unlimited. A shaman can create 1d6 + half his levels rounded down poultices a day. Poultices must be used on the day they are created to be of any effect, and their effect is not known until applied. 

Spirit Companion: When a Shaman begins his spirit journeys the ripples he causes throughout the psychic ocean entice a mystical entity into his presence. The two beings become the counterbalances for each other's forays into the realm alien to their base nature. 

Just as the Shaman can enter the spirit realm, so too can the Spirit Companion enter the physical realm. It materializes as...

Roll on a random encounter/monster table of choice. The companion has the abilities listed, but its HD is equal to the Shaman's level.

The Spirit Companion guides the Shaman in all of his magical powers. Without his Spirit Companion the Shaman is cut off from the spiritual realm and can no longer cast spells 

Spirit Quest: Once per month the Shaman can cast the "Commune" spell by going on a 12 hour long spirit quest. After the quest the Shaman will exhausted, taking Rolling with Disadvantage on all tests for d4 days. Commune: The caster calls upon divine powers in order to seek knowledge. The caster may ask three questions that can be answered by yes or no. Divine powers do not look kindly upon those who call upon them for trivial matters, or who call upon them too often. (Basically ask the DM direct questions about the campaign). (Spell ripped off straight from Labyrinth Lord!). 

Friday, 9 June 2017

Four Guilds of The City

Four Guilds from The City, created using this guild generator. Art is by me. 

Guild Name: Scavengers of the Larval.
Expertise: Rock crushers.
Modus Operandi: Always whisper, literally and metaphorically.

Miners, sourcers and purveyors of the finest, most luxuriant ore granules. Whisperminers of the Scavengers of the Larval creep, alone, through forgotten caverns sniffing out miniscule samples of the rarest ore. Ore whose existences is nigh unknown. The crushing weight of aeons worth of structures, both physical and magical, have lead to the evolution of previously unknown ores beneath The City. With specialist mining equipment fused to their bodies, whisperminers delicately pluck minerals. The supply of these minerals is so tiny, that the market is limited to several grains. The potency and peculiarities of those grains ensures the services of whisperminers are in high demand.  

 Guild Name: Ojan of Fates.
Expertise: Growers of monstrosities.
Modus Operandi: Guild acts through other guilds.

In The City a guild openly attacking another is an act of willful suicide. The Law promptly annihilates all those that would bring conflict between the guilds. Ojan of Fates is a guild that oversees the inception, growth and ultimate destruction of guilds that are The City’s version of suicide bombers. The Flesh Planners of the guild are the architects of vast, eon spanning conspiracies that entrap unwitting members of other guilds. When the time is ripe, and all the infinitesimally delicate dominoes are in place, the plans of Ojan of Fates are enacted. These plans play out in a brief flurry of bloodshed between two guilds. A conflict come seemingly out of nowhere. This bloodshed is promptly followed by both guilds erasure from reality by the forever vigilant cursite monks. The depth and breadth of guilds entrapped in Ojan of Fates plans is known only by the most ancient of Flesh Planners, as is the beneficiaries of the guilds actions.

Guild Name: Rhadamantian Holders of the Tablets.
Expertise: Arbitration of solemn oaths.
Modus Operandi: Only allows use of work those the guild judges as worthy.

The Guild Rhadamantian Holders of the Tablets claims to have in its possession stone recorded rules that govern the current metaphysical reality of The City. After centuries of studying these rules the guild and its acolytes have adopted an aloof and distant demeanor. Most of the guilds member have the unsettling habit of blankly staring past everything and everyone that comes before them. In fact, those too sullied by base desires simply can’t be heard by or communicate with the acolytes of the guild. Some even claim to have seen Holders of the Tablets calmly walk through persons, buildings and things of a chaotic leanings - as if they were never there. The knowledge, meditations and insights the acolytes of the tablets hold are deemed highly valuable by order seeking guilds. The Rhadamantian Holders of the Tablets are often employed as third party judges in the interpretation of ancient oaths, promises and contracts.

Guild Name: The Gossamer Calmed.
Expertise: Haunting music.
Modus Operandi: Consumption of work leads to feelings of bliss.

Originally composers and performers of traditional funeral dirges, The Gossamer Calmed were banished from that field some time before the Guild Wars. History tells that the banishment was due to the guild music’s tendency to devolve burial rituals into sensual near-orgies. After profaning one too many solemn burials, the members of the guild became wandering minstrels, who shared the secret art of creating music that was both saddening and orgasmic. Minstrels of the guild can be found in all quarters and levels of The City, performing to shuddering, sobbing crowds. The guild’s instrument of choice, the meerpipes, requires extensive augmentation and mutation to be played effectively. Because of this, many of the guilds members are without the ability to talk, now only able to communicate through their music.       

Saturday, 3 June 2017

The Guild Dog's Guild Generator

(For use in this campaign setting, with this character class).

How to use the Guild Generator:
The guild generator is composed of two, what I call, d40 tables (roll a d4 and a d10, look at both results separately, consult table). The first table will give you the guild’s expertise and the first part of their name, the second will give you the guild’s modus operandi, the thing that separates them from guilds of the same expertise, and the second part of their name.
Each “block” on the d40 table is further broken down with a d6 for different expertise and names, and a d4 for different modus operandi. Expertise, modus operandi and names sharing a block will all be thematically similar. You can either pick the expertise, modus operandi and names from the list you get on the d40 die result, or roll more dice to get totally randomly determined results.
Once you have a expertise, modus operandi and two name parts you combine them all together to get the seed of a guild.
This it the guild’s “core business”, their work, the thing that they create or service that they provide. The listing for expertise are generally a broad, allowing for many different guilds operating with the same expertise.
Modus Operandi:
This is what separates the guild from all other guilds with the same expertise. This is the thing that influences everything the guild does, their soul. The results here can be interpreted in any way that will result in a weird and  interesting  guild.
Two part Guild Name: Each “block” has a set d6 half guild names. Combining the two halves together should give a name that is reflective of both the guild’s expertise and modus operandi. Rather than being completely random names , the names should give a decent indication of what the guild is like. Some re-arranging, working will be required at times to ensure the names don’t sound too wonky (for example, I think there is too much “of the suchandsuch” in the second half name section - getting rid of the “of” may sound cooler).

Guild Name: Scintillating Emptiness.
Expertise: Economics.
Modus Operandi: Work is fake, shams and bad copies.
Seed: Scintillating Emptiness guild monitors, regulates and provides auctions for  the counterfeiting market.
Guild Name: Bristles Of The Deep
Expertise:  Keeping of Beast pits.
Modus Operandi: Guild conducts all work beneath the earth - rarely ever visiting the surface.
Seed: Bristles Of The Deep is a guild of albino troglodytes that runs underground fighting pits. The most bizarre of underworld creatures are bet upon in their caves.
Guild Name: The Binding of the Tendrils,
Expertise:  Woodworking,
Modus Operandi: Guild’s effects are insidious but it is barely known, little more than a rumour,
Seed: The Binding of the Tendrils are allegedly responsible for installing undetectable widgets in the vast majority of the buildings in The City. The reason for this, or the effect of the widgets, is unknown.

Guild Generator:

Realm of Expertise and First Part of Name (d4,d10):

Expertise, d6:
1. Physical magical care,
2. Restorative medicine/alchemy,
3. Magical Healing,
4. Restorative or Protective accommodation,
5. Guides,
6. Mental magical care.
First part of Name, d6:
1. Brother/sisterhood,
2. Benevolent,
3. The Good,
4. The Jolly,
5. White,
6. Golden.  
Expertise, d6:
1. Lawful churches,
2. Accounting,
3. Storehouses,
4. Vaults,
5. Cataloguing,
6. Quarantine of Chaotic Forces.
First part of Name, d6:
1. Church of,
2. Keepers of,
3. Guardians,
4. Holders,
5. Custodians,
6. Judges.
Expertise, d6:
1. Candle/lantern making,
2. Exploration of deep, dark places,
3. Astrology,
4. Astronomy,
5. Sages,
6. Seers.  
First part of Name, d6:
1. Shining,
2. Learned,
3. Lightbringers,
4. The Flame,
5. Fire of,
6. The Illuminated.  
Expertise, d6:
1. Flying vehicles,
2. Psionics,
3. Calmative  alchemy,
4. Provision of restful sleep,
5. Gas production,
6. Unreality exploring churches.
First part of Name, d6:
1. Rising,
2. The High,
3. Calm,
4. The Serene,
5. Billowing,
6. Nebulatic.
Expertise, d6:
1. Cleaning and cleansers of records
2. Air travel,
3. Preservation of samples/creatures/artifacts,
4. Quarinting,
5. Breeders of beasts of the sky,
6. Breathing Apparatus.
First part of Name, d6:
1. Engulfing,,
2. The Exhausting,
3. Abyssal,
4. Vacantic,
5. Voiding
6. The Hollow.  
Expertise, d6:
1. Communication with the Dead,
2. Fogs and mists,
3. Harnessing of Spirits,
4. Summoning of ethereal servants,
5. Delicate robes and garments,
6. Haunting music.  
First part of Name, d6:
1. Gossamer,
2. The Vaporous,
3. Exquisite,
5. Coven,
6. Gathering of.   
Expertise, d6:
1. Air elementals/golems,
2. Chimes/charms,
3. Sailcraft,
4. Bellows,
5. Crystals of various properties,
6. Economics.
First part of Name, d6:
1. Luminous,
2. The Dazzling,
3. Glintingous,
4. Far,
5. The Hand of,
6. Scintillating.  
Expertise, d6:
1. Weather control and recording,
2. Instantaneous transportation,
3. Quickening dust,
4. Lightning and lightning powered contraptions,
5. Esoteric martial arts,
6. Breeders of horses and other swift beasts.     
First part of Name, d6:
1. Alacratic,
2. Carbunkled,
3. Voltaic,
4. The Tempest,
5. Fleet,
6. Gale.      
Expertise, d6:
1. Alchemy of size,
2. Miniscule contraptions,
3. Ascetic churches,
4. Small animals and pets,
5. Pipes and Plumbing,
6. Dried plants of unusual properties.
First part of Name, d6:
1. Exiguous,
2. The Ephemeral,
3. The Desiccating,
4. Convexing,
5. Little,
6. The Stringing.
Expertise, d6:
1. Alchemy of visibility,
2.  Jellies,
3. Slimes,
4. Glass/windows,
5. Magical pools,
6. Sealing of energies (foul and fair).  
First part of Name, d6:
1. Mound,
2. Flummery,
3. The Translucid,
4. Clementing,
5. Transpicuous,
6. Pellucid.   
Expertise, d6:
1. Beggars,
2. Tricksters,
3. Street performers,
4. Knowers of Cants,
5. Disguises,
6. Watchers, spies and intelligence agents.
First part of Name, d6:
1. Ascetic,
2. Homecoming,
3. The Bugaboeific,
4. Sulking,
5. Churning,
6. Faded.     
Expertise, d6:
1. Wholesome farming,
2. Alchemy of health,
3. Limb repair and replacement,
4. Builders of public housing,
5. Feasts and celebrations,
6. Keepers of lizards.
First part of Name, d6:
1. Hygieiac,
2. Asclepius’s,
3. The Best,
4. The Toasting,
5. Lusty,
6. Party of.      
Expertise, d6:
1. Banking,
2. Gem Cutting,
3. Jewelry making,
4. High-end Thieves,
5. Coin pressers,
6. Keepers of Hordes.   
First part of Name, d6:
1. Glinting,
2. Midafic,
3. Gemmed,
4. The Palatial,
5. Hoarding,
6. The Leo.     
Expertise, d6:
1. Libraries,
2. Teaching and schooling,
3. Esoteric philosophers,
4. Harnessers of psychic waves,
5. Hunters of sleep and dreams,
6. Mind slavers.    
First part of Name, d6:
1. Saturnal,
2. Metic,
3. Fellowship,
4. Diamonds of,
5. Halos of,
6. Apples of.        
Expertise, d6:
1. Surgeons,
2. Flesh farmers,
3. Organ harvesters,
4. Blood bankers,
5. Sacrificial magic,
6. Churches of death and cannibalism.        
First part of Name, d6:
1. Red,
2. The Dripping,
3. The Feast of,
4. Heart of,
5. Sanguinary,
6. Family.    
Expertise, d6:
1. Mirrors,
2. Grails and goblets,
3. Polished metals,
4. Neutral Church's,
5. Internal analysis (of mind and body),
6. Encasers of beings in precious stone.     
First part of Name, d6:
1. Invertious,
2. Still,
3. Narcissision,
4. Echoing,
5. Specere,
6. Seeing.       
Expertise, d6:
1. Blessings and Curses,
2. Fishing,
3. Churches of the Sun/Moon,
4. The study of seasons (varied and arcane),
5. Contracts,
6. Sewage.     
First part of Name, d6:
1. Sigmatic,
2. Sloshing,
3. Everflowing,
4. The Stream of,
5. Sodden,
6. Quenching.  
Expertise, d6:
1. Hammers (ceremonial and crafting),
2. Amputation and replacement of limbs,
3. Debt collectors,
4. Arbitration of solemn oaths,
5. Weights and Measures,
6. Scales.
First part of Name, d6:
1. The Sitting,
2. The Just,
3. Ordered,
4. Rhadamantian,
5. Curtison,
6. Tabletic.
Expertise, d6:
1. Acid workers and production,
2. Steam smiths and tinkers,
3. History destroyers,
4. Cleaners,
5. Caustic alchemy,
6. Dissolvement of bonds.    
First part of Name, d6:
1. Dissolving,
2. The Corroding,
3. Carthagatic,
4. Baptistic,
5. The Lustrating,
6. Clear.
Expertise, d6:
1. Prison builders,
2. Guards,
3. Bounty hunters,
4. Forgers of armour,
5. Banking,
6. Locksmiths.
First part of Name, d6:
1. Labyrinthine,
2. Iron,
3. Limbotic,
4. Bulwark,
5. The Rack of,
6. Procruste’s.
Expertise, d6:
1. Shamen of spirits beyond The City,
2. Tenders of vegetative architecture,
3. Minders of forgotten obelisks,
4. Giant slave traders,
5. Orgy planners,
6. Spectacle smiths.
First part of Name, d6:
1. The Cult of,
2. Dionysian,
3. Gardeners,
4. Dianic,
5. Lamiac,
6. Pandora.  
Expertise, d6:
1. Keeping of Beast pits,
2. Butchers,
3. Base cults of the flesh,
4. Meat mincers,
5. Feral transmutations,
6. Tattoos and other like body modifications.
First part of Name, d6:
1. Minotaur’s,
2. The Furred,
3. Bristling,
4. Barbarous,
5. Panic,
6. The Snarling.
Expertise, d6:
1. Vegetation tenders,
2. Growers of gardens of tranquility,
3. Dust of meditation and peace,
4. Perfume bottlers,
5. Treaty writers and facilitators,
6. Advisors.
First part of Name, d6:
1. Concordian,
2. The Linking,
3. The Lotus of,
4. Olivial,
5. Pax,
6. The Grove of.  
1. Breeders of freaks and mutants,
2. Gaming and Gambling,
3. Illusions,
4. Riot and disorder engineers,
5. Dust of psychedelia and visions.
6. Dust and serums of mutations.
First part of Name, d6:
1. Protean,
2. Plasmic,
3. Apothic,
4. Ever Seeking,
4. The Figgering,
5. Muttering.    
Expertise, d6:
1. Pyromancy, Machines of mass production,
2. Fireworks and explosives,
3. Ceremonial bonfires,
4. Oil,
5. Flint and firestarting.  
6. Breeding/creation of beings of fire.  
First part of Name, d6:
1. The Flame,
2. Burning,
3. Yaulping,
4. Pyre,
5. Thermen,
6. Oath of.   
Expertise, d6:
1. Demolition,
2. Rock crushers,
3. Ruin clearers,
4. Trash pilferers and explorers,
5. Re-users/formaters/cyclers,
6. Waste disposal.
First part of Name, d6:
1. Rotted,
2. Scavenging,
3. Saprogenic,
4. The Ruinous,
5. The Ruin Of,
6. Abaddon.  
Expertise, d6:
1. Explorers of beyond The City,
2. Shipwrights of air and sea,
3. Wheeled transportation,
4. Construction and installation of mechanical additional limbs,
4. Claws - organic and otherwise,
5. Octopi traders, breeders and keepers   
6. Automatons of all types.
First part of Name, d6:
1. Family of,
2. Bondaged,
3. Ambulatory,
4. The Reach of,
5. The Manied,
6. Gangly.
Expertise, d6:
1. Divinators,
2. Fortune tellers,
3. Map makers and keepers,
4. Prophecy ensurers,
5. Negotiators,
6. Goods from beyond the walls and other planes.   
First part of Name, d6:
1. The Sons of,
2. Eminent,
3. Appollic,
4. Cassandra,
5. Stinaring,
6. Fate’s.
Expertise, d6:
1. Beast trainers,
2. Zookeepers,
3. Growers and Mass of all kinds increasers,
4. Mockers and jokers,
5. Falsehood manufacturers,
6. Leviathan researchers.
First part of Name, d6:
1. Titanic,
2. Shuddering,
3. Avert,
4. Pale,
5. Cursed,
6. Ojanic.
Expertise, d6:
1. Cyclopean architects,
2. Growers of monstrosities,
3. Mummery and pantomimers,
4. Builders of towers,
5. Dust of growth and mass increasing,
6. Builders of Halls and gathering spaces.
First part of Name, d6:
1. Cyclops,
2. Heraklean,
3. Ojan’s,
4. Leastry,  
5. Levianic,
6. Mammoth.
Expertise, d6:
1. Silk garments,
2. Robes,
3. Bedding (magical and mundane),
4. Prostitution,
5. Beer, wine and spirits,
6. Pillows and cushions.
First part of Name, d6:
1. The lovely,
2. Dalliant,
3. Voluptian,
4. Calyptic,
5. Braided,
6. The Encompassed.     
Expertise, d6:
1. Chains,
2. Book binding,
3. Leatherworking,
4. Lock picking,
5. Woodworking,
6. Bridges of all types.    
First part of Name, d6:
1. The Binding of,
2. Bound,
3. Franged,
4. Fract,
5. Cracked,
6. Chained.  

Expertise, d6:
1. Tunnel smiths,
2. Spelunkers,
3. Treasure hunters,
4. Beetle breeders,
5. Secret hoarders,
6. Vault holders.
First part of Name, d6:
1. Neptune’s,
2. Deep,
3. Bathic,
4. Infradic,
5. Humus,
6. Buried.   
Expertise, d6:
1. Stone Miners,
2. Crystal growers,
3. Masons,
4. Sculptors,
5. Soil chemists,
6. Energetic and decorative boulders and rocks
First part of Name, d6:
1. The Foundation of,
2. Petros,
3. Geodic,
4. Calcite,
5. Lapid,
6. Bouldic.    

Expertise, d6:
1. Portal merchants and manufacturers,
2. Explorers of the lower depths,
3. Gate makers,
4. Holes and Pits,
5. Cults of Nihilism,
6. Monolith makers.
First part of Name, d6:
1. Black,
2. Voiding,
3. Melchonic,
4. Inon,
5. Steer,
6. Mountain.  
Expertise, d6:
1. Hourglass crafters,
2. Historians,
3. Museum operators,
4. Seekers, finders and traders of curios,
5. Scroll makers and writers,
6. Wizards and crafters of time.
First part of Name, d6:
1. The Passing,
2. Kronos’s,
3. Chronic,
4. Tempus,
5. Stone’s bane,
6. Dust.
Expertise, d6:
1. Torturers ,
2. Poisoners,
3. Forgers of weapons,
4. Chaotic Churches,
5. Bile brewers,
6. Voodic curses.
First part of Name, d6:
1. Dolorous,
2. Odyn,
3. Acheron’s,
4. Cercitic,
5. Seething,
6. Mars.
Expertise, d6:
1. Relic hunters,
2. God killers,
3. Frustration causers,
4. Atheists,
5. Shrine vandals,
6. Sacrifice sourcers.
First part of Name, d6:
1. Cackling,
2. Lamiac,
3. Hectatic,
4. Pseudes,
5. Descended,
6. Profanic.    
Expertise, d6:
1. Thieves,
2. Mortuaries,
3. Shadow smiths,
4. Funeral operators,
5. Assassins,
6. Liquidators.      
First part of Name, d6:
1. Dark brother/sisterhood,
2. The Shadow,
3. Nyx’s,
4. Kelaring,
5. Demios,
6. Hades.    
Expertise, d6:
1. Malady smiths, 2. Necromancy,
3. Grave yards,
4. Plague brewers,
5. Bone builders,
6. Flesh warpers and crafters.     
First part of Name, d6:
1. Mortum,
2. The Eternal,
3. Rot,
4. Decayed,
5. Mortiferous,
6. Thanic.  
Modus Operandi and Second Part of Name (d4, d10):  

Modus Operandi, d4:
1. Overly generous with services,
2. Goes beyond duty to help downtrodden,
3, Acts as a charity,
4. Works are soberingly wholesome.
Second part of Name, d6:
1. Bestowers of Benisons,
2. Bened,
3. Eudemon,
4. Bonitary,
5. Of the Pax,
6. August.  
Modus Operandi, d4:
1. Aloof but avoids any creation of suffering,
2. Regimented and militaristic but wholesome,
3. Mass produces - everything identical,
4. Must ensure justice at any cost.  
Second part of Name, d6:
1. Of Orthodoxy,
2. Orthos,
3. Cosmos,
4. The Way,
5. Hierarch,
6. Of the Hierurgy.
Modus Operandi, d4:
1. Ethereal and concerned with matters above this plan of existence,
2. Seemingly aware of events in the future,
3. Work will always glow - increasing light both physical and intellectual,
4. Work is the idealized form of guild’s expertise, paragons in their field.
Second part of Name, d6:
1. Monstrack,
2. Illumed,
3. Phos,
4. Of the Sun,
5. Of the Light,
6. Glow.
Modus Operandi, d4:
1. Blissful single minded pursuit of perfection of craft,
2. Consumption of work leads to feelings of bliss,
3. Work is achieved via meditating banks of monks,
4 Work floats through magical means.
Second part of Name, d6:
1. Of Nibbana,
2. Of The Ark,
3. Egg,
4. Delos,
5. Risen,
5. Calmed.  
Modus Operandi, d4:
1. Is an empty husk of a guild - barely more than a single member,
2. Work is containers and receptacles,
3. Work is fake, shams and bad copies,
4. Guild is constantly acquiring new members, sucking them up with abandon.
Second part of Name, d6:
1. Of the Empty,
2. Null,
3. Of Ahsur,
4. Of the Breath,
5. Vacuous.
6. Void.  
Modus Operandi, d4:
1. Work is conducted through the use of ghosts/spirits,
2. Guild’s effects are insidious but it is barely known, little more than a rumour,
3. Always whisper, literally and metaphorically,
4. Horrors of the past haunt the guild. ,
Second part of Name, d6:
1. Shade,
2. Of the Larval,
3. Of Preta,
4. X‘s Tendrils,
5. X‘s Memory,
6. Of The Gathered.  
Modus Operandi, d4:
1. Blustering, abrupt and infinitely rude,
2. Obsessed with the movements of the winds, physical, mental and magical,
3. Creation of work is motivated by some unseen deity,
4. Work seems to be self creating, rather than being the result of other entity’s effort.
Second part of Name, d6:
1. Liber,
2. Motus,
3. Of Hermes,
4. Of the Unseen Hand,
5. Billows,
6. Venti.    
Modus Operandi, d4:
1. Strike first - questions and consequences later,
2. Creates at a speed that is beyond possible,
3. No fixed headquarters, guild is a transient caravan,
4. Work is reliant upon, created with/during storms (be the weather, magical, physic,etc).
Second part of Name, d6:
1. Phrenet,
2. Of Hera,
3. Of Jupiter,
4. Of Hadad,
5. Tempest,
6. Of Alacrity.

Modus Operandi, d4:
1. Incredibly secretive, works barely known of,
2. Work is miniaturized,
3. Guild is in the process of/preparing to leave this version of reality,
4. Guild is wracked by some terrible wasting sickness.
Second part of Name, d6:
1. Penates,
2. Vesta,
3. Hypod,
4. Minutiad,
5. of Convex,
6. Ephemeral.

Modus Operandi, d4:
1. Bluntly honest and pragmatic,
2. Makes translucent versions of works (glass, crystal, ice, etc),
3. Guild members are never, ever seen,
4. Guild is the most mundane and basic manifestation of expertise.
Second part of Name, d6:
1. Alathea,
2. Of the Clear Pool,
3. Clarity,
4. Of Pellucidity,
5. Bare,
6. Visus.
Modus Operandi, d4:
1. Always in the background - an incredibly light touch,
2. Work is always temporary - fades and breaks,
3. Creates the “non-physical” equivalent of their expertise,
4. Guild serves those not in the physical realm.
Second part of Name, d6:
1. Clapperdogeons,
2. Of Janus,
3. Of the Faded,
4. Sulkers,
5. X’s Shadow,
6. Dissipation.  
Modus Operandi, d4:
1. Reviving things long forgotten and abandoned,
2. Work is grown through natural, regenerative means,
3. Work leads to the creation of new life forms,
4. Guild operates out of forgotten, broken areas - slowly reviving them.
Second part of Name, d6:
1. Cromlech,
2. Of the Quinary,
3. Bearers of the Caduceus,
4. Servants of Hygieia,
5. Fubseys,
6. Of the Tonic.
Modus Operandi, d4:
1. Purely concerned with material profit,
2. Work is incredibly opulent and be-jeweled,
3. Guild is immeasurably, obscenely materially wealthy,
4. Work is fueled by gems of some type.
Second part of Name, d6:
1. Golden Key,
2. Of the Lion,
3, Of Ladon,
4. Redge,
5. Goree,
6. Of the Fleece.      
Modus Operandi, d4:
1. Creates books on/is the written version of expertise,
2. Records history of expertise- rather than create other work,
3. Work is purely theoretical,
4. Work is manifested through sheer force of thought.
Second part of Name, d6:
1. Of Saturn,
2. Of Metis,
3. Bringers Of the Apple,  
4. Diamond,
5. Metron,
6. Of Prometheus.  
Modus Operandi, d4:
1. Work is made of flesh and bones (dead and alive),
2. Fuel of work is blood and sacrifice,
3. Work is concerned with the internal organs of expertise,
4. Work is the inverse or inside out of expertise.
Second part of Name, d6:
1. Greed of Saturn, 2. Of the Deep
3. Chambers,
4. Claret,
5. Agarthan,
6. Of Ares’s Feast.
Modus Operandi, d4:
1. Guild is an evil/good twin of another guild which is it’s arch nemesis,
2. Work has been halted for eons,
3. All work is made in pairs,
4. Work reflects end user in some way (physical, mental, magical, etc).
Second part of Name, d6:
1. Of Inverting,
2. Of the Still Lake,
3. Of the Grail,
4. Cauldron,
5. Bane of Gorgons,
6. Speculum.       
Modus Operandi, d4:
1. Motivated by ancient grudges and oaths,
2. Constantly re-uses and recycles own work,
3. Work is infused with water - ever damp and moist,
4. Work ever destroys and rebuilds itself.
Second part of Name, d6:
1. Of the Ouroboros,
2. Of Mercury,
3. Selene,
4. Pontus,
5. Of Oceanus,
6. the Wheel.
Modus Operandi, d4:
1. Only allows use of work those the guild judges as worthy,
2. Work somehow reduces all users to total equality,
3. Guild is run by a byzantine set of rules and law,
4. Work is used for the judgement of others.
Second part of Name, d6:
1. Of the Gavel,
2. Of Minos,
3. Holders of the Tablets,
4. Phylaxis,
5. Modus.  
6. The Judge.  
Modus Operandi, d4:
1. Work is ethereally clean, tidy and over organised,
2. Work is incredibly acidic - eats through everything it touches,
3. Work ensures users conducts themselves with a higher moral standard,
4. Work dissipates over time.
Second part of Name, d6: 1. Herculean bane,
2. Of Corrosion,
3. Of Purgation,
4. Arsus,
5. Of Steam,
6. Purged.     
Modus Operandi, d4:
1. Guild is operated entirely by slaves,
2. Use of work is somehow entrapping to user,
3. Harnesses, chains and other restraining devices are vital to work,
4. Guild is incredibly strict and rigid in delivery of expertise.
Second part of Name, d6:
1. Iron Key,
2. Of the Iron,
3. Poen,
4. Demirgic,
5. Chained,
6. Crust.  
Modus Operandi, d4:
1. Work is hunted/harvested from the wild beyond the City’s walls,
2. Work replicates itself - always becomes a nuisance/pest,
3. Guild does not inhabit buildings - prefers wilderness habitation,
4. Guild is a total outsider and stranger, all others hate it - The Law is the only reason it has not been eradicated utterly.
Second part of Name, d6:
1. Of the Wolf,
3. Hyperion,
4. Dionysud,
5. Flora,
6. Of Silvanus.    
Modus Operandi, d4:
1. Wild beasts are a large component of work,
2. Guild conducts itself with brutal savageness,
3. Creates the edible version of expertise,
4. Guild consumes (either part or all of) users of expertise.
Second part of Name, d6:
1. Growl,
2. the Feast,
3. Of the Hunt,
4. Hestia,
5. Of Artemis,
6. the Pack.  
Modus Operandi, d4:
1. Work is ever calming and peaceful,
2. Work is completely derived through natural/organic means,
3. Guild members are utter pacifists,
4. Guild is based in a grove of some type.
Second part of Name, d6:
1. Of the Lotus,
2. Of Conjunction,
3. Promise,
4. Bliss,
5. Dyrope,
6. Grove.
Modus Operandi, d4:
1. Completed work is in a state of constant flux and mutation,
2. Guild barely operates due to constant infighting,
3. Use of work will warp user forever,
4. Work achieves the opposite effect of what is normally expected from expertise.
Second part of Name, d6:
1. Of Mutters,
2. Vicis,
3. Erebian,
4. Motus,
5. of Proteus,
6. Jupiter.    
Modus Operandi, d4:
1. Work is powered by steam, fire, flames, heat, etc,
2. Work is always on the brink of exploding,
3. Work is created in some enormously hot furnace,
4. Work burns or melts all that it touches.
Second part of Name, d6:
1. Of the Flame,
2. Of Pyre,
3. Ignition,
4. Thermic,
5. Ardouric,
6. Plauding.    
Modus Operandi, d4:
1. Guild is in disarray, barely held together and collapsing,
2. Work is pieced together from the ruins and rubble of past guilds,
3. Work is intended to bring wrack and ruin,
4. Work is intended to self-destruct on use.
Second part of Name, d6:
1. Of Saprogy,
2. Of Abadon,
3. Wrack,
4. Gommorah,
5. Of Bellona,
6. Chthon.  
Modus Operandi, d4:
1. Work always has too many additional appendages and additions,
2. Work is intended to be used in a net like fashion,
3. Work is in constant motion,
4. Guild is obsessed with hands and hand like appendages.
Second part of Name, d6:
1. Bearers,
2. Grasped,
3. Castor,
4. Of Durga,
5. In Bondage,
6. Embraced.  
Modus Operandi, d4:
1. Guild is seemingly aware of the future,
2. Guild is controlled by outside agents,
3. Guild is motivated by some apocalyptic/redemptive central prophecy,
4. Guild acts through other guilds.
Second part of Name, d6:
1. Visus,
2. Of Apollo,
3. Helenus,
4. Nereus,
5. Of Fate,
6. Prophet.     
Modus Operandi,d4:
1. Creations are obscenely large,
2. Work is always terrifying and monstrous - a speciality taken too far,
3. All work is a horrifying mockery of the field,
4. Guild members are monsters/work is derived from or associated with monsters.
Second part of Name, d6:
1. Of the Titans,
2. Odium,
3. X‘s Curse,
4. Phobos,
5. Cacus,
6. Slobber.      
Modus Operandi, d4:
1. Hugely popular guild -  an enormous membership,
3. Tools of creation are gigantic,
4. Guild members are giants or work is derived from or associated with giants,
6. A singular aspect of work or guild is gigantic.
Second part of Name, d6:
1. Of Leastry,
2. Maw,
3. Tower,
4. Of Kratos,
5. Brood of Uranus,
6. Goliath.  
Modus Operandi, d4:
1. Work is incredibly pleasurable or pleasure based,
2. Work is overly intoxicating,
3. Guild operates through seduction - creates willing slaves,
4. Guild is incredibly willing to take on new members - any rabble allowed to enter.
Second part of Name, d6:
1. Of Voluptude,
2. Embrace,
3. Of Calypso,
4. Analgesic,
5. Anodyne,
6. Anjana.     
Modus Operandi, d4:
1. Work is done by slaves or otherwise forced labour,
2. An internal tension is straining guild - threatening to break it apart,
3. Work either operates in, or sourced from cracks in society/reality/buildings, etc,
4. Work is created to break things apart.
Second part of Name, d6:
1. Craquelure,
2. Fraying,
3. Strictus,
4. Stringe,
5. Of the Crack,
6. Of Atlus.    
Modus Operandi, d4:
1. Work is always mined/sourced/contracted from elsewhere deep below,
2. Guild is cover and decoy for a secret guild nestled within,
3. Guild is warped by influences from the lower planes,
4. Guild conducts all work beneath the earth - rarely ever visiting the surface.
Second part of Name, d6:
1. Of the Deep,
2. Below,
3. Of Bath,
4. Infra,
5. Labyrinth,
6. Bury.  
Modus Operandi, d4:
1. Work is incredibly solid and durable,
2. Guild is venerable, a stalwart of their expertise,
3. Work is always conducted through or with stone and minerals,
4. Work is planted and grown from seeds in some way.
Second part of Name, d6:
1. Petry,
2. Geod,
3.Of Boulders,
4. Lapidarian,
5. Sapphrine,
6. Of the Rock.  
Modus Operandi, d4:
1. Work is the antithesis of expertise,
2. There is a deep hunger in the guild - a hole that can never be filled,
3. Guild and members are corpulent in all things,
4. Work involves or is derived from some sort of void or anti- matter.
Second part of Name, d6:
1. Of the Void,
2. Of Melanchony,
3. Of the Mountain,
4. Mass,
5. Black,
6. Pleroma.   
Modus Operandi, d4:
1. Obsessed with recording and records,
2. All work is ancient, aeon aged antiques,
3. Guild is obsessed with time in some way, passing, stopping, reversing, etc,
4. Guild claims to be one of the original guilds of the city, formed in prehistory.  
Second part of Name, d6:
1. Temporus,
2. Of Kronos,
3. Of the All Lord,
4. Of Dust,
5. Of Passing,
6. Tick/Tock.
Modus Operandi, d4:
1. Creation of work causes guild members immense pain,
2. Work is only created to enact a deep hatred upon something,
3. Work cannot be used without enduring great pain,
4. Guild seeks to always to always harm and crush.
Second part of Name, d6:
1. Of Dolor,
2. Acheron,
3. Seeth,
4. Of Mars,
5. Of Phobos,
6. Demos.  

Modus Operandi, d4:
1. Work is created through the suffering of others,
2. Work desecrates that which is holy to other guilds,
3. Work is created for and by cruel torture,
4. Guild worships the most profane and horrible of idols/ideals.
Second part of Name, d6:
1. Of Lamia,
2. Hecate,
3. Descending,
4. Of Bale,
5. Eris,
6. Discordia.    
Modus Operandi, d4:
1. Must constantly steal other guilds work - creates nothing of its own accord,
2. Creates a shadowy version of expertise,
3. Guild is obsessed with the fact something was taken from them,
4. Guild members steal from users of expertise.
Second part of Name, d6:
1. Of Nyx,
2. Of Hades,
3. Crypt,
4. Sorrow,
5. Saturn,
6. Orcus.
Modus Operandi, d4:
1. Services are lethal and final,
2. Work helps those seeking death,
3. All work is broken,
4. All guild members are either dead or close to dying.
Second part of Name, d6:
1. Of Decay,
2. Thanatos,
3. Mort,
4. Of Achlys,
5. Tartarus,
6. Doom.