Monday, 11 March 2019

Mapping Infinigrad: Suburb Map Generator.


I've been using my random dungeon visual generator to create suburb maps for a while now (details here: https://lizardmandiaries.blogspot.com/2018/05/dungeon-generator-as-suburb-generator.html). I decided to update this and create a specific suburb map generator.

It's a two table system, one for roads, one for buildings.

Table 1: Roads. 

Connect the pieces you get as you see fit. Add your own artistic flourishes. Generate the road grind of the suburb.

Table 2: Buildings. 

Fill in the blocks you created with the road table with buildings. The doors are a suggestion only, buildings could have more doors/doors on different walls. Combine separate buildings into bigger buildings for high density areas.


You should get something like this:


Stock any suburbs you generate with this table: https://lizardmandiaries.blogspot.com/2018/05/suburb-generator-stocking-buildings.html


Saturday, 9 March 2019

Bodification Spellcasting (For Guild Dogs and Others)

A school of magic native to Infinigrad. Access to the school is normally granted through the consumption and digestion of a inherently magical material. Bodification wizards make incredibly useful guild dogs. 

Bodifcation wizards are essentially the Fantastic Four as one person.

Important: Each time a bodification wizard gains access to a new level of spells (getting a spell slot in this new level due to a character level up for example), a randomly determined spell from the previous level spell list is permanently applied to the bodification wizard. The exact effects of this are determined by the GM. 

1
Lengthen limb: Target set of caster’s own limbs increases in length up to 2 feet per level for 1 hour.
Detach eye: Caster’s eyeballs detach from head and float independently for d6 rounds per level.
Keratin overload: Target’s nails and or hair grows up to a foot per level.
Mould hand: Caster’s own hand can be moulded into any shape, retaining the same amount of mass. Lasts caster level hours.
Shed skin or hair: Caster sheds entirety of current hair or skin. This grows back instantaneously as a colour of caster’s choice.
2
Elemental hands: Caster can transmogrify their own hands into any element they have experienced damage from. This lasts d6 rounds times caster level.
Enlarge body: Caster increases their own overall mass by 10% per level. Caster can determine the distribution of this new mass. Lasts caster level hours.
Shrink body: Caster decreases their own overall mass by 20% per level. Lasts caster levels hours.  
Exaggerate features: Caster increases a distinct and specific region of their own face by 20% per level, generally accompanied by  biological improvements such an increase would bring. Lasts caster level hours.
Mould body: Caster’s own body can be moulded into any shape, retaining the same amount of mass. Lasts caster level hours.
Empower hands or feet:  STR or CON tests involving own hands or feet (caster chooses at casting) rolled with Double Advantage for d6 x caster level rounds.
Shed limb: Caster painlessly sheds an own limb of choice, it grows back in 10 days minus caster level.
3
Strengthen limb: STR or CON tests involving own legs and feet or arms and hands (caster chooses at casting) rolled with Double Advantage for d6 x caster level rounds.
Flatten: Caster’s own body mass is flattened out, resembling an inch high pancake. This form can creep along flat and vertical surfaces. Lasts caster level hours.
Fatten: Target’s body is burdened with ungainly fat stores. An additional mass of 20% per caster level of pure lard fills the target’s body for d6 x caster level rounds.
Summon limb: Caster grows a fully functional additional limb of choice on their own body. Lasts caster level hours.
Change visage: Caster warps, transforms and changes own facial features (eyes, fur, teeth, shape, etc). Can change 2 features per caster level, lasts caster level hours.
Change skin: Caster permanently transmogrifies own skin to a material of choice. Must have a handful of said material which is consumed in the casting. Appropriate advantages and disadvantages of the skin applied by the GM.
Mould other: Target’s body can be moulded into any shape, retaining the same amount of mass, by the caster. Lasts half caster level hours. Target must be willing or retrained for this process to be effective.
4
Limb Morph: Caster transforms own limb of choice into inanimate object of choice. Object must be held during casting, and is consumed in doing so. Transformation lasts until dispelled by caster.
Elemental body:  Caster can transmogrify their own entire body into any element they have experienced damage from. Lasts d6 rounds times caster level.
Detach hand or foot: A target’s specific hand or foot is removed from their body for d6 x casters level rounds. Target still has control of removed appendage. Caster may remove their own hand or foot, having remote control over the appendage for caster level hours.
Harden skin: Increases AC of target’s skin by d6 for d4 x caster  level rounds. Does not stack with armour.
Regrow lost limb: Target painlessly regrows a lost limb that is fully functional.
5
Multiply body: Caster summons half their level rounded down copies of their self for d4 x caster level rounds. They are in complete control of each copy and can operate each copy in unison.
Full contortion: Caster’s body takes on the aspect of an incredibly durable and flexible rubber like material. They may stretch themselves up to d6 x caster level body lengths in distance and gain caster level bonus to AC.
Summon extraspecial limb:  Caster grows a fully functional additional limb or appendage, alien to their natural body form. This may be a wing, tail, antennae, claw, etc. Caster must be holding a severed example of this limb or appendage which is consumed in the casting. Lasts caster level days.
Creeping form: Caster’s body transforms into thousands of grains of flesh that bubbles along like slime for caster level hours. Even if an abundance of flesh grains are destroyed, as long as one grain still survives the caster will return to their regular form when the spell expires.
Shed sentient limb: Caster sheds own limb to summon an independent homunculus. Caster has full command of the homunculus for caster level days (at which point it withers and dies). homunculus takes on aspect of limb shed and has attributes equal to d8 + caster level.
6
Liquefy: Caster’s body transforms into a controllable liquid, of a viscousness malleable by the caster. Damage may come to the liquid but as long as one drop still survives the caster will return to their regular form when the spell expires. Lasts caster level hours.
Detach head: Caster’s own head detaches from neck and floats independently for caster level hours.
Full morph: Caster can visually transform their own body into to take on the appearance of something else that they have seen in their lifetime (may require a WIS check to properly recall the form). The spell’s effect is purely visual. The spell does not affect size, so whatever form is chosen will appear as generally the same mass as the caster. Lasts caster level hours.
Gastric laboratory: Caster may reproduce any biological matter they have eaten at least a handful of in their lifetime. This material is regurgitated from their mouth but will be of a clean and pristine condition. Material is produced instantaneously and at a volume equal to caster level stomach fulls.
Absorb ability: Caster may permanently steal an inherent ability from a dead creature. Only a single distinct ability is stolen and the creature must be of a lesser HD than the caster’s level. New ability is finalised with GM. Casting this spell permanently reduce the casters HP by d4.
7
Gas form: Caster’s body transforms into a controllable cloud of gas. Gas may take on additional properties that have been personally experienced by caster (damage, inebriation, hallucination, etc). The caster is invulnerable (other than damage from flame) in this form, but is somewhat limited in their ability to interact with the physical world. Lasts caster level hours.
Army of 1: Caster summons caster level plus d10 copies of their self for d6 x caster level rounds. They are in complete control of each copy and can operate each copy in unison.
Gastric mine: Caster may reproduce any mineral matter they have eaten at least a spoonful of in their lifetime. This material is regurgitated from their mouth but will be of a clean and pristine condition. Material is produced instantaneously and at a volume equal to caster level handfuls.
Permanent parasite: Caster permanently sacrifices 1hp to summon a parasitic worm from their own flesh. This worm can attempt to install itself within a host (requiring the host to fail a CON test). Once the worm is installed within a host, the caster may freely siphon HP from the host to restore their own current HP pool. The parasitic worm has 1HP and can easily be killed.
Clone self: Caster permanently sacrifices  d6hp to summon a level 1 clone of themselves. This clone has d6 + caster level for all attributes and is under the direct control of the caster. It can grow in experience and levels the same as any other PC.

Army of One.

Sunday, 3 March 2019

Alignment dependent "What does the NPC do?" table


When a party member makes a non-trivial request of a NPC roll on the following table. Consult the column appropriate to the alignment of the NPC. 

PC’s may try to change the mind of the NPC by threatening, cajoling, tricking, etc. If this response is reasonable, the PC can do a CHA test. If successful, the NPC result is reduced by one. If a failure, NPC result is increased by one.

D6
Chaotic
Neutral
Lawful
1
Will noisily and gleefully assist party, joined with any cronies at hand.
Will assist party and encourage others to do the same.
Will assist party after getting approval from a superior.
2
Will assist party as long as upset and disorder are being caused.
Will assist party.
Will assist party as long as no rules are broken in front of them.  
3
Will deny assistance to party without them first lavishing a gift, or providing a favour.
Needs further encouragement to assist.
Will deny assistance to party but not stop them unless rules are broken in front of them.  
4
Will agree to assist party, then wait for an inopportune time to spoil their plans.   
Will stop party without some encouragement.
Will deny assistance to party and immediately report the incident to a superior.
5
Will agree to assist, leave and come back with cronies, intent on stopping party.
Will deny party the request and attempt to stop them.
Will deny assistance to party, and demand they leave the vicinity immediately. Will forcible ensure they leave.
6
Will attack party (physically or verbally).
Will deny party the request and attempt to stop them, encouraging others to do the same.
Will attempt to capture party and have them be questioned by a superior.


Also, Here is my reaction roll table:

d12
Reaction:
1
Kind and Helpful - will assist
2
Friendly and affable - will somewhat assist
3
Polite and pleasant -  leaning towards assisting depending on PC’s actions
4
Brusque yet  reasonable - reaction is dependant on PC’s actions
5
Undecided but calm - reaction is dependant on PC’s actions
6
Undecided but peeved - leaning towards attacking depending on PC’s actions
7
Cool, aloof and disinterested - may attack
8
Rude and impatient - willing to attack
9
Mocking and deriding - willing to attack
10
Vicious and spitting - wanting to attack
11
Threatening and aggressive  - wanting to attack
12
Bloodthirsty and attacking

This initial reaction may sway the severity of the results of the "What does the NPC do" table.

Additionally, CHA bonus or penalties should apply to this reaction roll table, so those with a +3 CHA bonus will only ever get the reaction of "Mocking and deriding" rather than "Bloodthirsty and attacking" and vice versa.

Thursday, 28 February 2019

Shopping in Infinigrad, Part 2: d100 Small Trade Goods

To get a small trade goods store, combine the following d100 table with the "D100 What's weird about the store" table found here: https://lizardmandiaries.blogspot.com/2019/01/shopping-in-infinigrad-part-1-d100.html

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


d100 Small Trade Goods:

  1. Medical supplies, herbic and dustular.  
  2. Healing and poisoning potions.
  3. Protective charms, necklace and ring based.
  4. Lock boxes, with keys.  
  5. Religious paraphernalia (Robes, censers, relics, etc).
  6. Candles and lanterns.
  7. Blank books.
  8. Sedative tinctures.
  9. Bed rolls and transportable cots.
  10. Gas canisters, healing and harmful.  
  11. Cleaning equipment (Brooms, mops, buckets).  
  12. Wind powered contraptions, roll on this table again to see what they do.
  13. Jars, all sizes.
  14. Masks, for work and pleasure.   
  15. Instruments.
  16. Spirit servants that definitely exist.  
  17. Lightweight menial golems (Leather, wood, etc).
  18. Harnesses for man and beast.
  19. Symbiotic crystals,  roll on this table again to see what they do.
  20. Navigation tools.
  21. Tiny tools for working with contraptions (and locks).
  22. Cats, dogs, and other small beast pets.
  23. Pipes and pumps. Barrels too.  
  24. Contraptions of glass, light and flame, roll on this table again to see what they do.  
  25. Spices, exotic and plain.
  26. Farming tools, rudimentary.  
  27. Medicinal foodstuffs, mostly with obscene properties.
  28. Costume supplies.
  29. Tableware, metal and stone.
  30. Toys and Novelties, for both children and adults.
  31. Semi-precious stones.
  32. Jewellery.
  33. Sleep paraphernalia (dusts, beddings, pillows, etc).
  34. Chests, ornate and mundane.
  35. Tools for slaving (whips, collars, etc).
  36. Hand mirrors.
  37. Blood or flesh, in sacks and jars.  
  38. Sacrifice equipment (knives, restraints, idols, etc).
  39. Coffins, gravestones and other funeral supplies.
  40. Decorative metal ornaments (for placement in the home).  
  41. Seeds, mundane and exotic. .
  42. Tattooing, supplies and service.
  43. Mutation canisters, mostly minor and cosmetic.
  44. Shamanic reagents.
  45. Aphrodisiacs and sexual prowess enhancers.
  46. Perfume, to allure, disguise and detract.
  47. Servile homunculi.
  48. Psychedelics (edible, smokeable, drinkable).
  49. Bottles of illusions.
  50. Mental and physical accelerants (in dust and herb form).  
  51. Prayer and curse books.
  52. Scavenging equipment (Long poles, hooks, etc).  
  53. Fake limbs for men and beasts.
  54. Weighing devices.
  55. Butchering supplies (Cleavers, salt, aprons, etc).
  56. Cleaning acids, in metal barrels.  
  57. Steam powered contraptions, roll on this table again to see what they do.
  58. Keys and locks.
  59. Cages.
  60. Devices of sight (Lenses, telescopes, etc).
  61. Flint, steel and other fire starting equipment.
  62. Fire wood.
  63. Flasks of oils.
  64. Small bombs and fireworks.
  65. Spades, picks and other earth working tools.
  66. Hammers, chisels and other stone working tools.
  67. Psychic tethers and anchors.
  68. Wheelbarrows and wheeled boxes.
  69. Incense and other mystic burnables.
  70. Petrified and preserved beast parts (with invigorating properties).
  71. Ink, paper and other writing equipment.
  72. Water beasts in small glass bowls.
  73. Insects in boxes.
  74. Disguises and costumes.
  75. Stage props.
  76. Wine and beer.
  77. Robes and other silken attire.
  78. Books, roll on this table for a subject.
  79. Wooden idols.
  80. Chains and rope.
  81. Traps for beasts, small and large.
  82. Alchemical reagents.
  83. Geodes and other appealing un-worked stones.
  84. Potted plants.
  85. Secrets, written in caged, locked books.
  86. Miniature shrines, monoliths and other religious worked stone.  
  87. Magic scrolls imbued with cantrips, roll on this table for ideas of what they do.
  88. Contraptions for tracking time.
  89. Disposable summoning portals that dredge small beasts from the lower depths.
  90. Antiques and curios, harvested from a nearby suburb. 
  91. Tools for the upkeep of weapons (sharpening stones, oil, etc).
  92. Broken things, mostly junk.
  93. Items designed specifically to upset the sensibilities of a nearby temple.
  94. Plain, honest clothes.
  95. Contracts for minor vile deeds (completed by indebted scoundrels).
  96. Tools for breaking and entering (crowbar, lock picks, grappling hooks).
  97. Tools and chemicals for corpse preservation and disposal.
  98. Diseases in vials.
  99. Bones, often of ritual importance.
  100. Headwear (hats, eye glasses, etc).


The Nautilus Shrine (30 Minute Dungeon)

Tristan at The Bogeyman's Cave came up with a fun little idea of trying to write out a dungeon in 30 minutes. Description here: http://bogeymanscave.blogspot.com/2019/02/30-minute-dungeons-are-back.html

I got the initial ideas/draft out in half an hour, but then maybe spent another hour or so working on those ideas. I guess I lost the challenge, but had fun regardless. Note: In the drafting,  I did use the tables here: https://lizardmandiaries.blogspot.com/2017/08/guild-dogs-job-generator.html to expedite the process.

Here is "The Nautilus Shrine", a mapless dungeon which highlights my obsession with worms and mutations. The original draft that I did get done under the half hour limit can be found at the bottom of the post. 




A seaside town has ceased all contact with the outside world. Travelers there find the residents listless and sleepy, oblivious to the ruin and disrepair around them.    

A shrine of a fleshy limestone corkscrews beneath the wood and stone of the seaside town. It digs down beneath the water and the sand. It has been there forever. Or has it just appeared? Residents are confused. They cannot remember but avoid the shrine regardless.

1) A spiraling structure of whitestone, covered in dead barnacles, splinters through the boardwalk. It looks like the tip of an enormous organic spear.  d8 warped men, bent double, their forms pulled into torturous shapes, tend a whitestone chunk of altar at the entry. Each sprouts a flesh cord which leads back into dark arch behind them. They snarl at any one who comes near and bar entry. On their chunk of rock squirms fat pink worms that they feed smeared flesh.

Stairs of whitestone.

2) The chamber is like the inside of a snails shell.  Clothes, sacks and old belongings heaped to one pile. No metal remains in the pile. A faint raspy moaning. Sometimes a body is still attached to the refuse. It is oddly shrunken, clothes several sizes too big. A white powder is spread in and around the mound. It desiccates all it touches. The moaning belongs to a shrivelled man who cant remember his name but can remember when the “white claw” appeared and unleashed “the pink snakes”. He is dying and annoyed that no one else seems to remember this happening.

Stairs of whitestone

3) The grotty whitestone walls look like the old burrowing grounds of a million worms. A massive pot of a whitemetal bubbles in the centre. d6 warped men are mixing a metallic golden mixture in the pot. This is melted jewellery. The warped men toss in more pieces, sometimes fingers/ears/necks/wrists still attached. They are engrossed in their work but will bar entry if they notice trespassers. The cords of the men goes deeper.

Stairs of whitestone

4) A damp spherical chamber of blackrock. A spider of 6 warped men fused together at their shoulders wallows. Heads have fused into one meaty, misshaped skull. A too large central eye is  surrounded by 12 others. The eyes spin sadly around the room, taking note of everything. Their legs and arms groan and clatter. The head is sticky and porous. The spider will attempt to skitter towards anyone who enters and fuse its porous head with them (CON and DEX tests). The spider’s cord leads further down the shrine.

Damp stairs of pearl.

5) A narrow curving passageway, iridescent walls of pearl. d6 warped men carry small iron buckets from the huge pot in room 2. They pour these down steaming whitemetal pipes that penetrate deeper into the shrine. They will ignore any trespassers until they have poured their bucket down a pipe. Then they attack.

Damp stairs of pearl

6) A narrow curving passageway sloping down sharply, iridescent walls of pearl. A tangle of whitemetal pipes, hot and steaming, snakes through the ceiling and floor, deeper into the shrine. Flesh cords run along the ground, some cook against the pipes.

Damp stairs of pearl.

(Rooms 7, 8, 9 and 10 are all on the same level. A bulbous, expansive and round basement. Everything is wet, iridescent and made of pearl here. Thin, retracting membranes separate the chambers).

7) A central misshapen sarcophagus, big enough for six men. Molten gold constantly drips from the iron pipes terminating above, sizzling and growing the sarcophagus. It is wide and flat. Beetle-like. From the ever melting lid a tangle of flesh cords emerges, connecting to those higher up the shrine and into nearby rooms. Lifting the lid (risking the molten gold) reveals a beige jelly. It will sprout fresh flesh cords, like a hand. These will quite quickly turn any trespasser into a warped man. If threatened the jelly will summon a connected warped man to wail and beg in its defence, offering untold treasures in exchange for its life.  

8) A man shaped like a bear stumbles around the wet chamber. Limbs are of different sizes, some bulbous and fleshy, some long and too lean. The fat crab-like back is covered in wounds that intermediately sprout flesh cords. These try to connect with trespassers. The man bear is sick, mad and uncoordinated.

9) A tangle of flesh cords snake into an ankle high pool of salt water. They terminate in knots in the murk. They are attempting to fuse themselves into the shape of a man but it does not look right. Untold worms the size of snakes swim around the pool, eager to enter any manflesh.

10) A corpse sits on a stone throne. The throne is dripped with molten gold like the sarcophagus. The corpse has an enormous head (features now rotted), resting on its decayed shoulders. The neck is snapped. A huge flesh cord emerges from the belly of the corpse and connects to the sarcophagus. Removing the cord reveals it to still be living. It can be attached to a new body for control of the Nautilus shrine and all current associated warped men. The jelly in the sarcophagus in chamber 7 will constantly attempt to kill any one who takes this position.



Draft:

Hook: some one long dead PC’s Move them to a non physical realm (their mind is trapped?), to break a curse – maybe theirs?  

General background: a dockside anti church, lots of traps pushing out volumes of dangerous material

1) d8 warped men, bent double, their forms pulled into torturous shapes, tend a limestone altar at the entry to the shrine. Each has flesh cord emerging from some where on their form leading back into dark door behind them. They snarl at any one who comes near and bar entry.   

2) A chamber tended by d6 warped men. A massive pot bubbles in the centre. The warped men are mixing a metallic golden mixture in the pot. It is made of melted down jewellery, sometimes fingers are still attached to rings. The cords from the men go down deeper.

3) Clothes and sacks and old belongings heaped to one pile. Sometimes a body is still attached to the refuse. Oddly shrunken, as if the clothes it wears were several sizes too big. A white powder is spread around the mound. It desiccates all it touches.

4) A spider of 6 warped men fused together at their shoulders in the centre of the room. Their heads have fused into one enormous and misshaped skull. A huge central eye, surrounded by all the other eyes of the men spins wildly around the room, taking note of everything. Their legs and arms groan and clatter under the weight of the too large head. The skull is sticky and porous and the tangle of bodies will attempt to skitter towards anyone who enters and fuse with them (CON and DEX tests). A cord is wrapped around the form and leads further down the shrine.

5) d6 warped men carry small iron buckets from the huge pot in room 2. They pour these down steaming iron pipes that lead deeper into the shrine. They will ignore any trespassers until they have poured their bucket down a pipe.

6) A tangle of iron pipes, hot and steaming, snakes through the ceiling and floor, deeper into the shrine. Flesh cords run along the ground, some cooking against the pipes.

7) A huge misshapen sarcophagus. Molten gold constantly drips from the iron pipes terminating above, sizzling and growing the sarcophagus. It is wide and flat like a beetle. Beneath the ever melting top a tangle of flesh cords emerges, connecting to those higher up the shrine and into nearby rooms.

8) A man shaped like a bear stumbles around the room on all fours. Its limbs are of different sizes, some bulbous and fleshy, some long and too lean. Its huge fat crab like back is covered in wounds that intermediately sprout flesh cords. These try to connect with trespassers. The man bear is sick, mad and uncoordinated.

9) A tangle of flesh cords snake along this room. They terminate in knots in the bare stone chamber. They are attempting to fuse themselves into the shape of a man but it does not look right.

10) A corpse sits on a stone throne. The throne is dripped with molten gold like the sarcophagus. The corpse has an enormous head (the features now rotted), resting on its decayed shoulders, the neck snapped. A huge flesh cord emerges from the belly of the corpse and connects to the sarcophagus. Touching it spreads its consciousness.


Monday, 25 February 2019

New Release: The Angel's Burial Ground - A Suburb of Infinigrad

A mountainside suburb of towers, inhabited by angels and haunted by an undying colony of scaled men. The Angel's Burial Ground is filled with gilded corpses, gangs, mysteries and ancient medical technology. All set in the sprawling fantasypunk megacity of Infinigrad. 

The Angel's Burial Ground can slot into your campaign's world prexisting megacity or serve as a fully fleshed out settlement in a mountain range of your own hexcrawl. This adventure location can be scaled or tailored to your party, as NPC hit dice are variable and random throughout. 

Included in the PDF are: 
  • Stats and descriptions of 7 local factions
  • Suburb Map
  • Landmark and Building descriptions of 39 locations 
  • Random encounter and reaction tables 
  • Rumor table
  • Quest generator 
  • Bone to pick table
  • Random name tables
  • Angel visual quirk table
  • Building interior stocking and mapping tables
  • NPC relationship table 
I was going to make it PWYW, but after discussion with a couple of people I went for a price of $1.99. If you like my blog and the things I make, consider buying a copy to encourage me to write more. The following two posts are like the draft versions of the PDF and give you a pretty clear idea of what's going to be in it: 
The PDF has been further proof read, edited and made nice and pretty. It also features a bunch of extra tables, generators and hyperlinks for your running pleasure. 

Get it here: 




(If you want a review copy, email me and I'll send you one). 

Monday, 28 January 2019

A Suburb of Infinigrad: The Angel's Burial Ground. Part 2: Stocked Buildings.

Continuing on from this post giving an overview, here is the suburb fully stocked. Enjoy your visit to The Angel's Burial Ground.

The Angel's Burial Ground: 

Note: These descriptions are in a semi draft state. They will be given a once over and edit in the near future when I put the entire suburb post series into a single PDF. 

  1. 6 storey Graveyard. The decorated corpses of muscular and armed angels line the entry, a scintillating dust or fog billows out of the upper storey windows. Lower storeys are devoted to the storage of angel heroes and warriors of the past, guarded by Halfhere Angels. Upper storeys are ritual chambers for the preservation of angel corpses. Euxalis the Treator, a halfhere angel,with a suit of armour like a flowing steel robe, oversees operations. Mystical chemicals are well stocked and well protected here. Also here, the corpses of some of history’s most important angels – treasures in corpse form.
  2. 5 storey Inn/Hotel. A converted medical supplies warehouse. Ancient bathtubs serve as beds, lining the cavernous rooms of the hotel. Bardox, an angel, runs the hotel but devotes the top floor to stockpiling untreated dead angels, which he sells to Halfhere Angels whenever he is low on gold. He serves ancient dust serums scavenged from the building to help guests sleep (sometimes forever). A whole unexplored basement exists beneath the hotel, stocked with ancient medical technology. Members of The Diggers are also down their willing to kill and rob any one who gets in the way of their spelunking.
  3. 8 storey Air Utility. A wall-less tower devoted to the whispering winds of the suburb. Stairs and balconies and open chambers proliferate up this skeletal building. Pilgrims from all over Infinigrad whisper and pray to the winds, silently begging for a reply. A contingent of The Protectors of the Wind ensures the sanctity of the tower is maintained. The higher up the tower one goes, the wealthier the pilgrim they encounter, the top floor being filled with wealthy merchants and princelings accompanied by their retinues.
  4. 2 storey Gang Occupation. The outside walls of this decaying bathhouse are conspicuously bereft of angel corpses. Some are even smashed to pieces nearby the entryway. This is the clubhouse of The Diggers. The bottom floor is devoted to makeshift dirt graves of deceased angels. Gang members injecting themselves with ancient, scavenged dust of unknown properties. The Swimmer wallows in bath chambers on the upper storey, regaling his gang members from behind thick curtains with stories of treasures hidden around the suburb. The Swimmer hoards a cache of powerful ancient dust.
  5. 7 storey Surgeon/Doctor. A cloudy white marble tower, sealed tight with locked iron doors. This is a storehouse of ancient sanatorium medical knowledge, valuable books locked behind metal cages and guarded by a contingent of The Protectors of the Wind. The ground floor is devoted to Halfhere Angels researching and practicing the knowledge recovered. Duxitis the Doctor and his team do a passable job of treating the sick and injured that come to the tower. Patients are interrogated through a slit in the iron front doors before they are admitted. No guarantee is given.  The upper levels of the tower are replete with medical marvels from eons ago.
  6. 4 storey Library. A red marble building, decorated with smiling gargoyles. A library, open to the public but patrolled The Protectors of the Wind, filled with books documenting every medicinal or recreational dust. They are written in an ancient language though, and most books have not been translated. The huge spectacled angel Hippox leads the translation team. She currently requires samples to accelerate her work. She suspects these samples to be hidden in the basement of Building 2.
  7. 8 storey Bank. Imposing and rotund black tower, swelling and circular. Angels with black capes and cage like black iron helmets (AC 14, d6HD@d8) guard the building with cruel looking spears (d10). Even more guards proliferate inside the building where angels behind black alters framed by black columns receive deposits for the vaults upstairs. Cagx the Eyeless runs the bank, and is always willing to take those willing into his unlit office where he will offer gold in exchange for rumours. Cagx is always on the lookout for an investment opportunity.
  8. 7 storey Workshop of Mental Labour. Silvery and gold veined marble, reinforced with curved metal arches, clouds of white dust billow from the window. Herex the Planner, a tame storm angel, oversees workers. They are constructing plinths and decorations for angel corpses using the marble and rare stone from the purple mountains. Herex has been perfecting her statue carving skills, and has several perfectly formed angel statues that would pass as angel corpses hidden in tower. Creating and owning such things is punishable by death by the Halfhere angels.  
  9. 6 storey Augmentation Workshop. Black marble tower, covered in dead creeping woody vines. Bunches of dead trunks and branches overflow from balconies and windows. Augmentation workshop run by Petron the Wood Witch, the halfhere angel. She has complicated metal hands and cluster growths of green, pulsing sacks all over her body. She uses the long dead trees found in her building to power her augmentations in some necromantic wood rituals of her own devising. Use the automated augmentation generator found at: https://lizardmandiaries.blogspot.com/2018/10/automated-fantasypunk-augmentation.html and assume all augmentations are made of the following base material: Vines, flowers, leaves and mushrooms - bubbling and bursting forth from soothed perfumed flesh. Will tend towards intoxication. A foul undead grove is ungrowing in the upper levels of the tower.   
  10. 4 storey Small Trade Goods. Out of place circular, semi-crumbling, lime stone tower. Calcified and re-enforced with milky and sandy crystal growths. The top of the tower sprouts an enormous, mushroom like, quartz crystal growth. Nixazia the Salted, an angel covered in crystal growths of yellow and orange, sells her crystals at a fair price. Her staff of angel workers are beginning to crystallize like her. Nixazia’s basic green crystals dissolve in water and heal the drinker (d6 HP). Blue crystals have the opposite effect. Weirder crystals exist in her stock, but she only sells these to those she likes. A portal to the lower realms exists within the mushroom head of the building. It spews out crystal clusters and is the source of mutation to the building and inhabitants.
  11. 1 storey Dungeon entrance. A squat, square building. Constructed of rude blocks of black stone, girded with rusted iron bars. Giants of decayed, hole-filled iron line the walls and guard the rust encrusted door. The double door is closed tight with a skull sized lock. The giants are costumed in an ancient style of armour, furs and slabs of plating. Within, a many levelled dungeon spirals downwards, inhabited by naked and pale chained giants. These impossibly scarred creatures are seemingly immortal, impervious to damage and ageless. Eons of solitary confinement has made them imbecilic with rage. The giants guard a necrobiological laboratory that snakes out beneath many of the suburbs of Infinigrad. Evidence of nefarious experimentation upon the Sanitoriums residents is plentiful but the necrobiologists are long gone. Exhilarating and deadly mutagens abound, as does slithering horrors that have too long feasted on those foul reagents.
  12. 2 storey Temple. Endless opaque drapery hangs from the long balconies of this wide building. Open arches replace walls, drapery billowing between them. Here the High Priestess Libana, is often seen floating through walls, her eyes constantly streaming ectoplasm. This temple to the The Half There One opens up to an impressive view of the city below from the enormous balconied western wall. Worshipers wrap themselves in silk and gauze then sit for hours, often beginning to levitate or seep into the floor. While security is non-existent, the temple is not a target of thieves – as anything stolen from here has the annoying habit of fading out of existence after d6 days. There is two of this building, a blessing brought on by the temple’s patron deity. Roll a d6 on each visit: 1-2) The two buildings, their contents and population are replicated identically in each buildings, each a mirror image of the other. 3-4) One of the buildings is a mass of swirling fog, mirroring the other, but dissipating on approach. 5-6) Each building is simply a swirling mass of fog, unable to be visited by those of the faith at this time.
  13. 3 storey Store, magical/useful miscellanies. White marble church, in ostentatious arches and spires, once a home of a long forgotten deity. Surges of lightning sporadically run along the columns of the building’s exterior. Inside lightning powered contraptions (lights, item carriers, gauges, sensors and other novelties) are sold, constantly moving and sparking. Constax the Wingless, the storm angel, is inventor and salesperson. He ever sparks electricity to power his contraptions – much to the detriment of his health. Exploded and burnt out contraptions choke the floors.  Constax’s masterpiece, a summoner of lightning golems, is secured in the basement.
  14. 10 storey Residential, run down. A tree formed of angel exquisitely lines the exterior of this green marble tower. Inside, disrepair rows of apartments are populated by angels. They all work in the surrounding suburb. An infestation of ghostly figures wafts in from building 12, as does outbreaks of miniature ball lighting from building 13. A secretive handful of residents are members of the gang’s The Diggers and The Keepers of Secrets.
  15. 10 storey Store, magical/useful miscellanies. A blue marble tower, chipped and crumbling, displays of ancient, rusting weapons are bolted to the walls. For sale are healing dusts scavenged from around the sanatorium, alongside powerful hypodermic doses with the ability to bring back the recently deceased too. Stutius the Scavenger, a storm angel covered in black wrappings and padded slippers, keeps his store in disarray. Patrons are confronted with piles of old scavenged needles and medical implements. An infestation of Scaled Men haunt the upper levels – Statius has trapped them with barricades.
  16. 2 storey Large trade goods. Empty glass and iron contraptions, linked by thick gold cabling, hang from the second story of the building – rotting and rusted.  Caldrons, mortars and pestles, of all, colours, material and size are sold here. Made from the stones extracted from the purple mountains. Sebax the Fat, an enormous angel, barks orders to his slave like staff from a gilded throne in the centre of his showroom. Sebax has similar chain gangs of slaves working in his workshops and his mines – they are all pining for a rebellion.
  17. 6 storey Utility, magical. An obsidian tower, gutted of walls. Stairs and balconies and open chambers proliferate up this skeletal building. The squirming, writhing curves of the building have the appearance of worms and snakes. The tower appears abandoned. Those that enter and mount the stairs are often pushed to their death by vengeful winds, those that survive tell of the gods whispering horrific things to them. Dark arcane truths and secrets, slithered from the lips of the lowest depths, can be heard here.
  18. 3 storey Workshop of physical labour. Squat, square building of light orange marble, replete with crumbling faux foliage carved within the walls. The scent of worked metal and grease is in the air. Clanging can be heard drifting from the windows. Satrex the Club, a storm angel, operates a metal smithing workshops whose main commission is crafting Wind Whisperer Helmets for The Protectors of the Wind in building 22.  Magic weapons and armours, prototypes of Satrex’s creative smithing, are squirrelled away throughout the building.  
  19. 8 storey Utility, transportation. Piles of dusty crushed marble and stone clog the entry to this craggy, stone tower. Rusted frames of behemothic mining machines, piles of ore and digging equipment tumble in piles around the great chambers of the building. Grand stair cases lead down into ancient mines that spread beneath the suburb, eventually connecting with the purple mountains and the dungeon in building 11. Wingless, albino angels haunt these mines  – mindless from years of darkness. Viazor the Ancient, angel, oversees security of the defunct building with a contingent of The Protectors of the Wind. This group has stockpiled a variety of scavenged treasures from the mines over the years, and stores them on the 8th storey.
  20. 5 storey Major gang occupation. A sharp and angular building of square columned black marble. Thick carpets of dark cloth are nailed to the exterior floor and walls. A miasma of silence spreads from the dark windows and doors. The wingless, armoured and infected angels of The Keepers of Secrets jealously guard the deathly calm of their building – attacking any who cause disorder nearby. Inside many dozens of the gang membership pore over documents in total silence, old notes, maps and books. Somewhere inside, their leader holds ancient scraps with the scribbled cure to the spreading scales infection.
  21. 10 storey Augmentation store. A harsh, geometric tower of dark grey marble. Its corners and curves are bolted with large strips of tarnished bronze. A large mound of discarded and largely useless medical equipment atrophies at the entrance. Georgius the Bulging, a giant muscle-encased angel, applies experimental augmentations for a low price here. His wings are atrophied, tiny and useless, feathers falling off. His store is a tangle of recovered sanatorium equipment, jury rigged up to run along the walls. These all are tuned to make Georgios stronger and larger. Use the automated augmentation generator found at: https://lizardmandiaries.blogspot.com/2018/10/automated-fantasypunk-augmentation.html and assume all augmentations are made of the following base material: Stringy, stretchy ectoplasm that phases, shimmers and pulses in and out of reality. Will tend towards the manipulation of form. A community of poverty stricken angels inhabits the upper storeys of the tower. Additionally, Georgius Has recovered/stolen and hidden pieces of preserved corpse from some of the biggest/most musclebound angels to have lived. He often incarnates matter from these corpse parts into his experiments.
  22. 5 storey Order keeper occupation. The marble walls of this building is infested with half embalmed angels, their limbs, torsos or heads calcified to the exterior. They are all dead or dying, the untreated parts of their body rotting. The parts of the building that are visible are a tan marble slithered with gold geometric veins. This is the headquarters of The Protectors of the Wind, a large contingent of them gaurds the front of the building and tends to those they are punishing on the walls. Their leader Viaxtor, broods inside, wearing his oversized, bird cage-like helmet. He is ever plotting the destruction of both the Halfhere angels and the Storm angels – who he deems as abominations. His troops around him are mostly resting in opulent chambers. The protectors have done well for themselves. Rich from extortion and pilfering. The top storey is filled with a coven of chained Halfhere angels performing the gruesome punishment rituals on those the protectors deem criminals.
  23. 10 storey Temple.  A tower of the rough bare craggy purple stone of the mountains. A swirl of rocks floats like a cloud around the top floor. Surges of electricity sparks along the exterior walls. Temple to Skavala the agitated. Very agitated storm angels lurk around the entrance, keening for a fight. Inside, dozens of storm angels are dancing widely and or resting, panting. An aggressive orgy sprawls over the two top floors.  Megarox The Chained Priestess, a storm angel whose body is composed half of lightning, is held on the fifth floor. A thick cloud spreads from her, drenching the whole floor in rain. Though chained, her consciousness often leaves her body – an angel of pure lightning – to fly wildly about the mountains. She inadvertently guards two skull sized gems, “The Eyes of The Mountains”.
  24. 5 storey Food store. A black and red marble building, craggy, smoky and imposing. A suspicious looking gaggle of rich angels titters nervously near the entrance. They shuffle off if approached.  Inside, Vertranois The Corpulent, sells produce from the mountains. Winged creatures, mushrooms , hard berries are displayed on half empty shelves. This is a front for Vertranois’s more lucrative business of selling fresh angel flesh. This a cannibalistic delicacy of alleged invigorating properties. Dead angels hang on hooks in ice filled upper rooms. A devoted following of feasters streams in daily to the store from Building 25.
  25. 8 storey High security residential, A round, plump marble tower, decorated with gilded carriages from another era, strung up along the exterior walls. Well decorated and roomy apartments are protected by a live in contingent of The Protectors of the Wind. A high percentage of the residents are portly to the extreme, accompanied by an unnatural  porcelain white complexion. These angels are regularly committing cannibals, supplied angel flesh from building 24. Other mutations stemming from this sin are; the overgrowth of wings, formation of oozing halos and feinting spells.
  26. 10 Storey Surgeon/Doctor.  A wreck of a building, half eroded back into the craggy mountains behind it. Walls, ceilings and floors are often missing from this architectural carcass. A crazed human bodifcation wizard, Agwa the Horned, haunts the building. His tortured form, all twelve feet of twisted muscle, bone and horns, is his work. He experiments on himself, augmenting his magic with scavenged sanatorium medicinal magic items. Despite his appearance he is a master healer of the humanoid form. He will often provide this service for free just for the joy of seeing a body set right.  He does ever need more experimental materials though and would happily co-experiment on those willing.
  27. 1 storey Entertainment venue. Squat, low building of. blue marble. Curved to resemble the tentacles of an octopus, the head of which is emerging from the top of the building. Wet  foot prints come and go from the building. Inside a great central pool and naked angels r receiving massages from some groaning contraptions made to resemble a levanthic octopus. Its skin is rubbery. The changerooms are replete with the discarded belongings of the swimmers.
  28. 6 storey Bar/café. Pale green marble tower, the bottom of which has clearly been burnt several times. Many of its curving arches are chipped, broken, or crumbling in heaps of rubbl. Drunken angels of all types sit on green marble tables spread around entryway, they jeer at the scaled men behind the cage of The Foul Scale Lake. Here is served a pink frothy beer - made of mushrooms within the mountains, it is quite strong. The tavern features exquisite and ancient interior architecture, some of it quite ruined from many nights of bawdy partying. Agnelia, the red eyed angel, runs this establishment. She is quick to throw out any one who revels too hard. A retinue of red robed angels, armed with two-handed swords, see to her wishes. The upper storeys serve as accommodation for the more wealthy patrons – the buildings elder opulent glory is preserved here.
  29. 1 storey Ornamentation store. A round hut of  wood planks and marble chunks, leaning against the side of building 28. Inside Heraculos , an angel covered in thick plates of metal (bizarre scavenged armour of his own design), sells trinkets and jewellery scavenged from around the sanatorium. Most of his stock is junk but there is a 10% chance of anything bought being a somewhat magic item. Heraculos is completely up front and honest about this fact – he offers no guarantees.
  30. 2 storey Store, general supplies. Ramshackle wooden building built up against the walls of a stronger, taller marble building. A filthy general store. Rats openly parade the shelves, often blatantly feasting on stock. Porb the Dodge, Human, sells everything you would find on a basic inventory list – except more expensive and broken. Porb’s wife and kids live on the second floor and he loves them very much.
  31. 3 storey Dustery. A base of red marble, decorated with a twisting blue marble flowers. Inebriated angels stumble in and out of the generous entry archways – dodging things that aren’t there. A variety of smoking dusts are available, derived from boiled down scavenged medicinal supplies. Large tables with inbuilt smokers seat 6. Miniscule doses are provided by Valens the storm angel. She doles them out with her long, delicate bird-claws hands. These are either her real hands, or gauntlets – she refuses to say. A trove of dust cooking equipment and supplies bubbles away upstairs.
  32. 9 storey small goods store. Storey high, curving cats are carved into this rotund, sandy coloured marble tower. Inside, a motley crew of storm angels are available for hire. They have no scruples. Bizarrely, a huge selections of beds are available for purchase – a thin veneer of a front for the mercenary operation. Justinix the Mystical, a green skinned demonoid shaman, organises the roster and blesses any who will accept. His deity is Eternity Claw The Grasper and its blessing brings a subdued and long burning blood lust. A room filled with mummified black hands festers on one of the higher stories. Wearing one as an amulet ensures orgasmic pleasure accompanies each victory in battle.