Wednesday, 25 September 2019

Mutated Fire Beast Generator (Or, Eko Helek Experiment Generator)

For use in the "Frozen Skull" suburb of Infinigrad, or wherever you need mutated fire beasts. 

The Flames of Eko Helek:
A defunct manufacturer of fire magic technology defeated during the guild wars. Their monsters were of particular value to other guilds, mutations of flesh and flame. 

The Wild Experiments of Eko Helek:
Warped and tortured beasts of flame, metal and flesh. Skin of burnt charcoal, infused with living iron, melting, seared and dripping. Powered by a scorching core of living fire, belching acrid smoke, parts of body replaced with liquid flame. The never-ending pain of their warped existence makes the Wild Experiments of Eko Helek mad and unpredictable. 

The stat block I am currently using looks like this: 
Name: Quick description. ACXX, dXHD@dX, Weapon: dX, 
Special Ability: Description. Wants: What does the being want?.
Emanation: Evidence that the being is nearby. 
What are they doing? d3: 1) Friendly: X. 2) Neutral: X. 3) Aggressive: X.
As such the generator follows that format. 

(Automate your own tables using this very handy tool:

Wild Experiments of Eko Helek Generator: 

Emanation (always the same): Puddles of flame spewing magma and a general proliferation of scorch marks coupled with destruction.

Raw Tables: 

Size of Experiment, d6: 

1-3) A large dog, 2HD, AC14, d6 basic attack.
4-5) A horse, 5HD, AC16, d8 basic attack.
6) An elephant, 12HD, AC20, d10 basic attack.

“Skin of burnt charcoal, infused with living iron, melting, seared and dripping.”

Form of Body, d12: 

1. Man, melted and clambering, hands/feet semi-fused, flames roar along spine (walks).
2. Beetle, six scuttling needle legs on a ball of molten flame (crawls).
3. Bird, wide feathers of flames supported by black metal claw talons (flies).
4. Toad, sizzling flesh covered in flameboils bursting, squat, broad with flipper-like fused limbs (hops).
5. Lizard, oversized iron claws with a tail of flame, scales of melting metal (crawls). 
6. Bat, enveloping, living slag wings, dripping melting metal, claws of flame (flies).
7. Crocodile, scaled length of molten, bubbling magma dragged along by claws of iron (crawls).
8. Cat, black liquid magma, crusted with chunks of ferric ore, supported by needle claws (crawls).
9. Ape, huge iron belly covered in hundreds of tiny flames, tendril twisting toolong limbs (walks).
10. Wolf, sprinting, bounding four legs of black, molten metal, covered in a fur of tiny flames (crawls).
11. Bear, a shambling barrel of metalflesh, set alight with huge flames, thick heavy paws (crawls).
12. Spider, Eight enormous spindly legs of molten magma, central glob of charcoal flesh (crawls).  

Head form, d12: 

1. Man, a crude skull, flames pouring from eye and nose holes.
2. Beetle, protruding, flame encasing crystal eyes, mandibles of flames.
3. Bird, long, jagged and cruel ironbeak, eyes of flame. 
5. Lizard, huge eyes, swirling with flame, oversized jaw powering a mouth filled with iron teeth.
7. Crocodile, ancient dead eyes set atop a mountain of glowing red teeth, shimmering with heat.
9. Ape, a mess of fleshy flaps of iron skin, sad black eyes, short hair tendrils of flame.
10. Wolf, furless and rust mangy, snarling maw dripping magma drool, flesh melted around roasted lips.
12. Spider, mandibles of magma, dripping lava, compound eyes of black smoky ebony.

Additional Form mutation, d10: 

1. Flames erupt from the very ground the experiment walks upon.
2. Glows red and bright, burning eyes that look upon it. 
3. A cloud of black smoke everspews from an orifice, cloaking and hiding the experiment.  
4. Is everbirthing searing eggs of that shortly explode into a mess of spreading magma.
5. All flesh sloughed away, a skeletal frame of sizzling magma iron.
6. Is composed purely of flame.  
7. Roaming, random slits ramble along the experiments flesh, at times opening and exhausting flame.  
8. A huge single flame hovers ghostly above the experiment, like an angry halo.  
9. A shimmering haze and miasma of stinking steam surrounds the experiment.
10. Snakelike tendril masses of magma erupt from all orifices.

Attack ability, d12: (Assume all forms of attack implied by head and body, bite, claw, etc). 

1. Jets of molten flame shot from orifice, limbs, eyes or mouth (d12).  
2. A melted iron blade, mace or lance, red hot and fused to limb/s (d8+2 X Limbs).
3. Huge metal horn, alight with flame (d10, if charging test target’s DEX or impaled, taking d6 damage until removed from horn/s).
4. Huge eyes, drooling magma, with the power to super heat a target (test target’s CON, if they fail take d6  damage. Each subsequent round that vision of the target is maintained they burn for additional die of damage [d8, d10, d12, etc]).
5. Superheated and noxious breath, anyone attempting to melee attack the Experiment takes d6 damage each round they attack.
6. Vomits neverending clouds of acrid, choking smoke. (All Nearby must test CON every round or take d4  damage. Those with lungs will fall unconscious after half CON rounds in smoke and die d6 rounds later if not removed).
7. Normal attacks (bites and claws), leave behind a melting ooze of magma, burning that which it touches (d4 damage for d6 rounds if on flesh. test CON of armour if affected, melting apart if failure).
8. Flame filled breath attack (d8 damage to up to 4 targets Nearby to each other).
9. Surrounded by a shimmering cocoon of flame, preventing most, non magical ranged attacks. Moving through the cocoon to attack the experiment causes d8 damage.
10. d6 whips of magma sprout from body (each whip does d8 damage).
11. Geyser boils of magma pulsate on flanks, torso and back. Striking them will splash the attacker with magma for d10 damage. Test the CON of weapon attacked with to see if it is destroyed in the magma lancing process.
12. An evergrowing bank of magma spikes, fired like a rain of arrows, replenishes hourly. (d20 ranged attack, d8 damage each).

Emanation: Puddles of flame spewing magma and a general proliferation of scorch marks coupled with destruction. 

Wants, d6: 

1. To set alight all living things.
2. To silently observe living things, searching for new sources of flame.
3. To collect the bones and flesh of freshly burnt sentient beings.
4. To set ablaze places of beauty and significance, making a nest of their ashes.  
5. To find a different Eko Helek Experiment, and breed with it to make new horrific offspring.  
6. To smoulder alone undisturbed, waiting for their internal scorching core to snuff out and bring peace.

What are they doing? d3: 

1. Friendly: Burning nearby inanimate objects, with any means they have available to them. Lovingly watching the flames, oblivious to passer-by’s.  
2. Neutral: Lurking in any available cover or shadow, waiting to coat passer-by’s in glorious flames then scuttle away gleefully.
3. Aggressive: Charging at any living beings in sight, setting them alight with any means available, roasting them then moving on to the next.  

Tuesday, 20 August 2019

The d6 Factions of Frozen Skull

What is frozen skull? 

A suburb in Infinigrad: 

Hulking industrial storehouses and abandoned tenements, archways dripping with icicles. Wide stone paved streets slippery with ice. Far away, bonfires burn on street corners, and in guts and rooftops of buildings – otherwise total, cold darkness.

Elephantine contraptions rumble away in rooftops and basements, spewing out endless frigid icy air. Cooling devices once needed to combat the heat of the defunct fire factories, now slowly freezing the suburb.

d6 Factions of Frozen Skull: 

1, The Singed Knaves:
  • A gang of sulkers with a penchant for fire. Ever tending bonfires burning in streets and buildings. They have a great store of recovered flame jewellery, pilfered from the Old Eko Helek Factory (Building 12), these allow them to cast fire spells such as fireball and hands of flame. They are always hunting for more.
  • Members wrapped in blackened, singed scarves and rags of many layers to ward against cold. Crude cloth facemasks, ceremoniously burnt. An abundance of redgold amulets and rings often adorn their bodies. They wield burning brands or swords set alight with oil. 
  • The Singed Knaves are currently attempting to drive the hated Dream Giants from the suburb, amassing bombs and other incendiary devices to assault The Ziggurat of Dreams (Building 15).
  • Gloro the Godless leads the gang, an aging scoundrel propped up by many a rusty augmentation (clanking feet of iron, creaking metal hands, all many times burnt). Gloro is weighed down by countless flame amulets. These make his body shimmer with heat, his flesh ever red and seared. Gloro loves spouting anti-deity rhetoric, pointing to the science of his augmentations and the natural power of flame as two thing that would consume any god.  
2, Church of the Dreaming Skull/Dream Giants:
  • A colony of pale giants, long ago cursed with endless sleep and sealed in The Ziggurat of Dreams (Building 15). With the decline and absence of the once powerful guild, The Flames of Eko Helek, the giants have begun to reawaken. Slowly roused by a single pale giant who travelled to Frozen Skull with a scarce supply of dream gems. These gems ignite the dreams of the giants, violently forcing them to wakefulness, not without violence and sometimes death. The Dream Giants are slow, silent and obsessed with the creation of more dream gems. These are made by slowly calcifying the brains of victims captured in endless slumber (an abhorrent practice that was the reason for the pale giants cursing). 
  • Awakened giants don body encompassing hooded capes, frilled with bones at the neck. Beneath the dark hoods are white masks, delicately painted as ornate skulls. Beneath these, the rotting, pale heads of the giants - translucent skin and too large eyes of hypnotic orange. The giants are loath to reveal any part of their sickly flesh. 
  • The giants will attempt to kidnap and put to sleep most they encounter. Sleeping victims are arranged on the outer steps of The Ziggurat of Dreams (Building 15), their brains slowly melted into crystal. Some of these victims are given to the The Far-Buried Fellowship (Building 2 in Ashen Tumble), ultimately with the goal of convincing a dream librarian of the fellowship to come to the ziggurat and assist with the awakening of more giants.    
  • The silent leader of the church, the traveller with the supply of dream gems, rarely strays from the innards of the ziggurat. He stalks through the ancient halls filled with sleeping giants, naked saved for a long necklace of dream gems. He is unashamed of his rotted flesh.
3, The Flames of Eko Helek:
  • A defunct manufacturer of fire magic technology defeated during the guild wars. Their monsters were of particular value to other guilds, mutations of flesh and flame. Some sabotage was initiated deep in the bowels of the Old Eko Helek Factory (Building 12), losing the guild control of their fearsome experiments. With chaos wracking the guild internally, a number of competitors were easily able to eradicate the vast majority of Eko Helek members.
  • A handful of crazed and ancient Eko Helek fire encasers remain in Frozen Skull. They proudly live in their guild’s uniform: robes and long face mask of black reptilian scales. Bloodshot eyes, darkened by smoke, peer through the slits of their flame protective facemasks. All members of the guild have their hands replaced with flame resistant metal claws.
  • Eko Helek fire encasers imbued beast and jewellery with flame by capturing it in diamond monofilament nets. These extremely precious and magical nets crush flame, metal and flesh alike, melding them into a roasting hot living substance. Although the art of fire encasing is lost with Eko Helek, their valuable tools and still living experiments remain.
4, The Wild Experiments of Eko Helek:
  • Warped and tortured beasts of flame, metal and flesh. Skin of burnt charcoal, infused with living iron, melting, seared and dripping. Powered by a scorching core of living fire, belching acrid smoke, parts of body replaced with liquid flame. The never-ending pain of their warped existence makes the Wild Experiments of Eko Helek mad and unpredictable.
5, Wyrdwood Hawks.
  • To the east of Frozen Skull is the suburb Wyrdwood Estate, a wooded parkland dotted with the manse’s of independent wizards. The parklands and manses are guarded savagely by the Wyrdwood Hawks, a band of violent eaglemen. While the hawks general haunt the iron gate border between the two suburbs, attacking those who get too close, they are also known to make forays into Frozen Skull – scavenging the abandoned buildings or conducting pre-emptive strikes on possible interlopers.
  • The hawks are man-sized eagles, standing upright on huge, gnarled talons. Wings terminate in hand-like claws clutching sharp bronze spears. Heads encased in triangular, golden helmets - open visored, beady evil black eyes sneering out.
  • The Wyrdwood Hawks are slavishly devoted to their client’s protection. The wizards of the Wyrdwood pay a heavy fee each month for the privacy and protection granted by the eaglemen. The carrion provided by defeated intruders is a delicious fringe benefit.
  • Barrage Kaw, the obese, warped, leader of the hawks, rarely leaves his treehouse compound. His high wooden fortress, perched deep in the wyrdwood, is stuffed full of magical devices pilfered from a lifetime of working nearby to wizards. Barrage’s feathers have largely malted, revealing shimmering dark prismatic flesh, bubbled with gem like boils. His cracked, stained beak, smokes with green gas. He is ever eager to experiment with magical devices he barely understands, his rotted form a consequence of this. He has his eaglemen spy closely on his clients for new, dangerous treasures.
6, The Frozen Skull Scavenging Society:
  • A motley collection of communities huddled deep within the abandoned buildings of Frozen Skull. They crowd around discarded Eko Helek devices, villages existing in the dying heat of lost magic. They scavenge for items not deemed worth of collection by The Singed Knaves, sometimes finding treasures overlooked.
  • Ice picks and ice hooks abound, for both climbing and excavating. Society members have no uniform, donning any furs, rags and skins they can claim to keep the cold at bay. A common feature amongst scavengers is blackened extremities. Noses, fingers and toes dead and dying from over exposure to the elements.
  • The Scavenging Society is particular rough in its methods, hacking and burning all salvage not worth keeping. The trail of destruction they leave makes the group relatively easy to find. Of late the scavengers have been largely absent in the streets, focusing on digging deeper and deeper beneath the suburb. Rumours tell of the group attempting to dredge something up from the frozen sewers, a task they are willing to employ outsiders to help with.
  • All scavenging villages are loosely confederated into one alliance. The overseer of this union is Grun the Wendingo, a large, white haired beast of a man. An accident with a malfunctioning Eko Helek flame devices has implanted living rods of flame within his flesh. These slowly travel through his body, searing, burning and driving him mad.

Friday, 2 August 2019

The Collected Infinigrad and Guild Dogs Posts Collection

What follows is an indexed collection of extant Infinigrad and Guild Dogs Blog Posts. Enjoy! 
This has been compiled in celebration (?) of my recently launched "City of Infinigrad" Patreon, an attempt to further explore and document the city of Infinigrad. That patreon can be found here: 
The City of Infinigrad: 
Infinigrad Suburb Generation: 
Guilds and Jobs: 
Job Generator (superseded by "The Blasphemous Roster"): 
Gangs of Infinigrad: 
Shopping in Infinigrad: 
Infinigrad Locations: 

Guild Dogs: 
Fantasypunk Augmentations: 
Guild Dogs Spell Casting: 
Guild Dogs Starting Options: 
Additional Guild Dogs Player Rules: 
Original Guild Dogs Idea posts:   

Miscellaneous Tools: 
NPCs and Beasts: 

Wednesday, 31 July 2019

Shopping in Infinigrad, Part 4: d100 Large Trade Goods

To get a large trade goods store, combine the following d100 table with the "D100 What's weird about the store" table found here:

Also, a merchant may deal in d6 (or d4 - d20) different types of trade goods - depending on the size of their premises.

(P.S: If you like Infinigrad stuff considering checking out my newly opened Patreon:

d100 Large Trade Goods: 

  1. Transportation crates. 
  2. Shrines. 
  3. Man cages. 
  4. Book shelves. 
  5. Hermetically sealed barrels. 
  6. Wind/water mills. 
  7. Glass boxes. 
  8. Timber. 
  9. Beds, mattresses and bedframes. 
  10. Armoured litters.
  11. Pools. 
  12. Gas piping. 
  13. Camouflaged covers (for huts, wagons, etc). 
  14. Organs and other room filling instruments. 
  15. Crystal decorations the size of small trees. 
  16. Gas emitting machines. 
  17. Elephantine golems of burden.  
  18. Tiles of ghost-and-other-spirits proof marble. 
  19. Mills and other devices powered by enslaved men.
  20. Wall covering maps.
  21. Wheeled sledges and other massive tools. 
  22. Tigers, crocodiles and other medium to large sized beasts. 
  23. Bathtubs. 
  24. Sacks of bland spices. 
  25. Large candelabras.
  26. Tables. 
  27. Horse and man pulled ploughs. 
  28. External decorations, bunting, flags, standards and the like. 
  29. Vats. 
  30. Huts and other small shelters, easily transportable or quickly buildable.
  31. Sarcophagi, inlaid with precious stones, often gilded. 
  32. Linen. 
  33. Full length mirrors. 
  34. Cadavers. 
  35. Vat grown giant slaves. 
  36. Ornate and bejewelled doors. 
  37. Sacrifice pits, or the equipment to build them.  
  38. Crypts and Mausoleums. 
  39. Vaults. 
  40. Holy words inscribed on stone plates.
  41. Metal baskets. 
  42. Large chains and hooks. 
  43. Coal or other magical, non wood, fuels. 
  44. Carts. 
  45. Weights and general lead supplies. 
  46. Room filling slabs of ice. 
  47. Industrial sized iron pots. 
  48. Fencing supplies. 
  49. Saplings and trees. 
  50. Glass suns, room filling contraptions producing suburb wide light supply.
  51. Wall and Building paint. 
  52. Mutagen tubs for leviathan management. 
  53. Totem poles. 
  54. Machines for cardinal pleasure. 
  55. Large chunks of ambergris and other reagents from leviathans. 
  56. Panes of glass or stain glass windows.
  57. Barrels of oil. 
  58. The hiring of teams of workers specialized to particular tasks.
  59.  Body immersing devices for the exploration of psychic realms. 
  60. Chunks of explosive ore.
  61. Braziers. 
  62. Metal shelving. 
  63. Skeletons of enormous beasts. 
  64. Man sized masonry and ore drills, requiring whole teams to operate. 
  65. Transportation boxes of alleged anti magic, mystical or physic powers.  
  66. Sets of encyclopaedias (randomly determine subject). 
  67. Explosives used in mining and demolition. 
  68. Wagons. 
  69. Large glass vases and jugs. 
  70. Stuffed and preserved beasts of various sizes.
  71. Wooden statues of random subject. 
  72. Clothes racks, horses, hanger and the like. 
  73. Bolts of cloth and silk. 
  74. Kegs of beer or barrels of wine.  
  75. Chairs or thrones. 
  76. Crocodiles, giant frogs and other large reptiles/amphibians.
  77. Hordes of insects in aired chests. 
  78. Chain nets. 
  79. Wooden stages. 
  80. Wardrobes.
  81. Weapon racks, empty or full. 
  82. Enslaved summoned elementals, bound to chunks of precious stone. 
  83. Crates of highly reactive alchemical dust. 
  84. Trees, growing in huge potted wagons. 
  85. Man sized friezes saved from some ancient temple. 
  86. Moon dials. 
  87. Stone statues. 
  88. Elaborately framed wall covering paintings. 
  89. Man sized scrolls of magic, mysticism or history. 
  90. Shrines.
  91. Bricks
  92. Crates and carts of detritus, refuse and possible dirt covered treasure. 
  93. Trebuchets and ballistas. 
  94. Columns 
  95. Canvas tents and other semi permanent shelters. 
  96. Poisoned or diseased chunks of meat in barrels. 
  97. Massive man sized bones for decoration and alchemy. 
  98. Barrels of highly toxic preserving agent. 
  99. Machines for torture and punishment. 
  100. Stone and metal building supplies.