Showing posts with label Infinigrad. Show all posts
Showing posts with label Infinigrad. Show all posts

Sunday, 25 January 2026

From the Archives: Random Random Infinigrad Entities to Encounter

 Organising my garage and found these: 


I love naked brains 

(It's just a goat that likes meat) 

These guy farm a big field of flesh jelly (by punching it I think)



(Part of a maze cult)







These seems stolen from Sword of the Lictor but possibly aren't 

I keep reading "Prosi" as short hand for prostitute...

These seem like anti notules definitely stolen from Book of the New Sun

Love worms

"Can spray dream dust" 

Love the idea of the party being ambushed by naked body builders in helmets

I want to make these guys a PC race/class

A jeweled, NOT a shark harpy 

Just a "Shark" apparently 



(Weretoads) 


Bearsized is my favorite size



(Keep your eyes peeled for "Adventure Game on Cardboard" coming VERY SOON!) 

Tuesday, 9 January 2024

Recent PDF releases!

Hello! Here are some PDF's that I have put out recently but haven't mentioned on the blog. 

If you are interested you can always message me for a review copy or just a free copy if you don't feel like paying. Enjoy! 

The Galactic Realm of The Hyperspace Sea


https://www.drivethrurpg.com/product/464744/The-Galactic-Realm-of-The-Hyperspace-Sea

https://mraston.itch.io/the-galactic-realm-of-the-hyperspace-sea


Based on the elegantly simple GD20 system The Galactic Realm of The Hyperspace Sea is a truly epic space opera RPG. Twelve powerful civilizations sprawl across the countless planets of the Hyperspace Sea - filling the universe with intrigue, drama and conflict on an interstellar scale! Players may take on a wide range of roles, from clerical, bureaucratic, military or trade -  serving their civilization or forging their own path! 

A single, simply resolved, roll for all actions which is dramatic and story driving. Each roll endangers the Player Characters Health, Finances or Reputation  - there is no reward without risk on the Hyperspace Sea! 

  • 24 strange and unique skills; use philosophy to counter magic, use void magic to cloak your ship in anti matter, use space navigation to cross the Hyperspace sea, warp your own form with bioengineering, or corrupt your enemy's hardware with electronic intrusion! 
  • Epic, single roll mass combat! The  system moves seamlessly and cinematically from hand to hand duels to battles between fleets of thousands of craft in space! 
  • Details and backgrounds for 12 interstellar civilizations! 
  • Tables for generating history, and current events! 
  • Tables for generating planets ,space stations and craft! 
  • Tables for generating cities! 
  • Tables for generating rooms and places! 
  • Automated HTML versions of the tables included for extreme ease of use! 

Do you long for adventure,  action and romance across the stars? Dive in to the Hyperspace Sea today!  





Infinigrad: The Weird City Toolkit (PDF Edition) 


https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit

A 118 page PDF is now included with the Infinigrad  Toolkit (that used to just consist of automated html generators). 

Includes Tables AND fully automated HTML generators for:

  • Suburb overviews, including appearance, purpose, dangers and weirdness.
  • Building stocking.
  • Building appearance.
  • NPC professions, desires, and weaponry.
  • Merchants.
  • Items small and large for stores and workshops.
  • Magical items.
  • Ornamentation.
  • Mental pursuits.
  • Entertainment venues.
  • Gangs, including leaders, appearances, cultures, and desires.
  • Order Keepers, including leaders, appearances, cultures, and desires.
  • Temples and Gods.
  • Monsters.
  • Dungeons.
  • Guilds, including areas of expertise, operating procedure, and appearance.
  • Augmentations.  
  • Jobs and missions.
  • Room stocking, atmosphere and ornamentation.
  • Inhabitant reaction.
  • Devices.
  • Traps.
  • Visual tables for generating Suburb and Building Maps. 

Saturday, 19 August 2023

The Infinigrad Weird City Toolkit in PDF - Coming soon!

I have been working on is  PDF version of the Infinigrad Weird City Toolkit (https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit), which currently only exists as a set of automated html file generators. 

The PDF version will probably end up at about 100 pages of pure weird city tables for your gaming pleasure. 

The PDF will be added at to the existing Infinigrad tool kit at no extra cost! 

Should be out soon! 

Enjoy some images from the pdf: 







Thursday, 20 July 2023

Epsilon Infinigrad Suburb/Street Stocker and Mapping

  • Each suburb is composed of d10 streets. 
  • Each street is composed of d6 buildings and a random street encounter. 
  • Use the “Overall Suburb Details” generator in https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit to get details of the suburb. Use this to flesh out the specifics of random encounters and building inhabitants.  
  • Suggested system for mapping: Streets are presented in a grid format, each grid box representing a street. 
  • Generate more specific details of suburb/building residents as required using https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit 
  • As a guide for the referee, it takes about quarter dayish to walk a street. The referee should take into consideration the needs for rest/food etc when traveling. 


Example Map

Building stocking table: 

Note: Each d10 represents a digit in the final price (i.e. 3d10 means rolling 3 d10’s and using the three results to get a 3 digit number). Example: a result of 3, 9 and 6 is 396 coins. Pricing method is from: https://www.drivethrurpg.com/product/444004/Guild-Dogs--Epsilon-Edition 

  1. Residential occupation, slum-like: Apartments for sale for 4d10 coins. 1 in 20 chance of random encounter resting in an apartment purchased here. Use safe location room stocking if exploring. 
  2. Residential occupation, opulent: Apartments for sale 6d10 coins - allows safe rest and the next d6 tests after resting here will be rolled with advantage (Roll two die, use the best result). Use safe location room stocking if exploring. 
  3. Residential occupation, high security: Apartments for sale for 5d10 coins - allows safe rest. Use safe location room stocking if exploring. 
  4. Residential occupation, run down: Apartments for sale for 4d10 coins. 1 in 100 chance of random encounter resting in an apartment purchased here. Use safe location room stocking if exploring. 
  5. Inn/Hotel: Rest safely for 2d10 coins a night. Eat for 1d10 coins per person. True rumors available for 2d10 coins a rumor. Travelers offer jobs - generally focused on acquiring something of value from the surrounding suburb. Use safe location room stocking if exploring. 
  6. Bar/Cafe: Eat for 1d10 coins per person. Eating here will generally have a calming/mentally restorative effect. The publican/chef offers jobs - generally focused on the acquiring of supplies/ingredients. Use safe location room stocking if exploring. 
  7. Temple: Deity specific blessings for 2d10 coins. Holy rituals for 4d10 coins. Clergy offer jobs - generally inline with the operations and ethos of the church. Use safe location room stocking if exploring (unless a particular chaotic deity, then use dangerous location room stocking). 
  8. Surgeon/Doctor: Minor healing for 2d10 coins. Major healing for 3d10 coins. Use safe location room stocking if exploring. 
  9. Eatery: Eat for 2d10 coins per person. Food will have special effects. Use safe location room stocking if exploring. 
  10. Dustery/Imbibery: Ingest psychoactive substances for 2d10 coins. Substances will have a wide range of effects on the body. Neerdowell patrons will offer jobs - generally focused on theft and/or violence.  Use safe location room stocking if exploring. 
  11. Workshop of mental labour: Purchase specialty knowledge for 2d10 coins. Use safe location room stocking if exploring. 
  12. Library: A repository of something specific to the suburb. Librarians will offer jobs - generally focused on the acquisition of new stock/samples for the library. Use safe location room stocking if exploring. 
  13. Bath house: Clean and relax for 2d10 coins per person. True rumors available for 2d10 coins a rumor. Use safe location room stocking if exploring.
  14. Workshop of mechanized labour: Purchase a very specific and small selection of goods here for d10 coins. Foreman will offer jobs - generally focused on the acquisition of supplies. Use safe location room stocking if exploring.
  15. Garden: Relax and center oneself for free. Gardener will offer jobs - generally focused on the acquisition of exotic plants and animals. Use safe location room stocking if exploring.
  16. Workshop of physical labour: Purchase a very specific and small selection of goods here for d10 coins. Goods made to order for 2-4d10 coins depending on size/difficulty. Foreman will offer jobs - generally focused on the acquisition of supplies. Use safe location room stocking if exploring.
  17. Gang occupation, minor: Hire muscle for 3d10 coins per day. Leaders will offer jobs - generally focused on theft, violence and local terrorism. Use safe location room stocking if exploring.
  18. Gang occupation, major: Hire muscle for 3d10 coins per day. Hire assassins/other types of skilled yet violent jobs for 4d10 coins. Leaders will offer jobs - generally focused on theft, violence and local terrorism. Use dangerous location room stocking if exploring.
  19. Monster occupation, minor: A building overrun with monsters. Use dangerous location room stocking if exploring 
  20. Monster occupation, major: A building overrun with monsters, including several lairs of particularly powerful monsters . Use dangerous location room stocking if exploring. 
  21. Public entertainment venue: Relax and be entertained for d10 coins per person. Hire entertainers for 3d10 coins per day or provide entertainment appropriate for the venue for  3d10 coins per day. Use safe location room stocking if exploring.
  22. Private entertainment venue: Denied access without completing a job for the owner first, then relax and be entertained for 2d10 coins per person. Hire high end entertainers for 4d10 coins per day or provide high end entertainment appropriate for the venue for  4d10 coins per day. Use safe location room stocking if exploring.
  23. Order keeper occupation: Hire protection for 4d10 coins per day. Leaders offer jobs - generally focused on bounty hunting. Use safe location room stocking if exploring.
  24. Graveyard: Respectfully dispose of corpses for 2d10 coins. Keepers offer jobs - generally focused on the removal of monstrous infestations within the graveyard. Use dangerous location room stocking if exploring. 
  25. Storage warehouse: Purchase a very specific and small selection of goods here for d10 coins. Head watchperson offers jobs - generally focused on preventing break ins at the warehouse. Use safe location room stocking if exploring. 
  26. Guild, peaceful/passive: High quality guild specific goods and services available for 3d10. Guild master offer jobs - generally focused on the disruption of other nearby guilds. Use safe location room stocking if exploring. 
  27. Guild, aggressive/destructive: High quality guild specific goods and services available for 3d10. Guild master offer jobs - generally focused on the disruption of other nearby guilds. Use safe location room stocking if exploring.  Use dangerous location room stocking if exploring. 
  28. Dungeon entrance: Residents camped at the entrance will offer jobs - generally focused on recovering/destroying something within the dungeon. Use dangerous location room stocking if exploring. 
  29. Store, food: Buy serves of transportable food, appropriate to suburb, for d10 coins. Use safe location room stocking if exploring. 
  30. Store, general supplies: Buy general supplies, appropriate to suburb, for 2d10 coins. Use safe location room stocking if exploring. 
  31. Store, weapons: Buy weapons, appropriate to suburb, for 2d10 coins. Use safe location room stocking if exploring. 
  32. Store, armour: Buy weapons, appropriate to suburb, for 3d10 coins. Use safe location room stocking if exploring. 
  33. Store, small/medium trade goods: Buy a sack of trade goods, appropriate to suburb, for 3d10 coins. Sell trade goods, the sell price of trade goods is multiplied by 1 for each suburb away from place of purchase. Use safe location room stocking if exploring.  
  34. Store, large trade goods: Buy carts/beasts of burden, appropriate to suburb, for 5d6 coins. Buy a cart load of trade goods/bulky trade goods, appropriate to suburb, for 4d10 coins. Requires cart/beast of burden to transport. Sell trade goods, the sell price of trade goods is multiplied by 1 for each suburb away from place of purchase. Use safe location room stocking if exploring.  
  35. Store, ornamentation: Purchase suburb specific decorations for 2d10 coins, or decorative services for 3d10 coins. Use safe location room stocking if exploring. 
  36. Store, augmentation: Purchase suburb specific attribute increasing augmentations for 6d10 coins. Use safe location room stocking if exploring. 
  37. Store, magical/useful miscellanies: Purchase suburb specific magical tools and speciality equipment for 4d10 coins or spell laden items for 5d10 coins.  Use safe location room stocking if exploring. 
  38. Abandoned, truly empty: Only use room purpose table, no stocking table, if exploring. 
  39. Abandoned, mad men and monsters lurking: Inhabited with suburb specific monsters and dangerous humans. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are instead Group of aggressive npc’s/beasts.  
  40. Abandoned, diseases and traps: Filled with suburb specific diseased and traps. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are diseases or traps.  
  41. Abandoned, falling apart: Suburb specific near building in ruin and disrepair. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are collapsed or collapsing rooms.  
  42. Utility, transportation: Fast, suburb specific, transportation available for 3d10 coins per trip. Use safe location room stocking if exploring. 
  43. Utility, air: Causing some suburb specific effect to the nearby air, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  44. Utility, waste disposal: Disposing of some suburb specific waste, appropriate services or products available for 3d10 coins. Use safe location room stocking if exploring. 
  45. Utility, sewage: Managing the suburb’s sewers. Implies the existence of sewers. Use safe location room stocking if exploring. 
  46. Utility, magical: Causing some suburb specific effect to reality, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  47. Utility, water: Causing some suburb specific effect to the nearby water, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  48. Bank: Loans, deposits, and storage available. Managers offer jobs - generally focused on debt recovery.  Use safe location room stocking if exploring. 

Street stockings and their suggested uses: 
  1. Neutral npc - Will possibly physically assist, or provide guidance/knowledge  
  2. Aggressive npc - Will possibly attack or physically hinder
  3. Group of neutral npc’s - Will possibly physically assist, or provide guidance/knowledge  
  4. Group of aggressive npc’s - Will possibly attack or physically hinder
  5. Neutral beast - Will possibly physically assist
  6. Aggressive beast - Will possibly attack or physically hinder
  7. Group of neutral beasts - Will possibly physically assist
  8. Group of aggressive beasts - Will possibly attack or physically hinder
  9. Resource (native to the suburb) - guarded, roll a d8 to determine who by 
  10. Resource (native to the suburb) - unguarded 
  11. A fight! Roll a d8 twice to determine who between 
  12. Empty 
  13. Empty 
  14. Device - Will have an impact on nearby streets  
  15. Treasure - Something glorious birthed by the surrounded suburb 
  16. Strangeness - Something unsettling birthed by the surrounding suburb 
  17. Vegetation  - Will possibly assist or hinder 
  18. Public art - Will possibly have a psychological impact on the party 
  19. Public utility - Will possibly provide a boon to the party 
  20. Roll twice and combine
Universal base room purpose table (combine with an appropriate room stocking table):  
  1. Place of rest/recreation
  2. Place of physical work/storage
  3. Place of sleep
  4. Place of ornamentation
  5. Place of ritual and worship
  6. Place of waste disposal
  7. Place of eating
  8. Place of lavatory/bathing
  9. Place of mental work and research
  10. Place of mental storage/secrets
  11. Place of machinery
  12. Place of growing
Safe location room stocking table: 
  1. Empty 
  2. Neutral npc
  3. Aggressive npc
  4. Group of neutral npc’s
  5. Group of aggressive npc’s
  6. Unexpected beast
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine
Dangerous location room stocking table: 
  1. Empty 
  2. Neutral npc/beast  
  3. Aggressive npc/beast 
  4. Group of neutral npc’s/beasts 
  5. Group of aggressive npc’s/beasts 
  6. Aggressive great beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine

Automated Tables: 






Tuesday, 20 June 2023

House of Flay and Whittle, Fleshcrafting Guild

 For this version of Guild Dogs: https://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html

To be used with these stocking tables: https://lizardmandiaries.blogspot.com/2023/06/universal-stocking-tables-for-nouveau.html

  • To generate a room, roll on the mapping/stocking tables (linked above). 
  • Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. 

(See the bottom of the post for an automated generator)


House of Flay and Whittle, Fleshcrafting Guild 

Exterior: Ancient, black, sodden, stone brick archways. Oily and wet, red cloth draped over window and door frames. 

A once highly esteemed flesh warping guild, now grown into obscurity. The members of the guild can warp the flesh into extravagant shapes and sizes, particularly favoring the form of the avian, feather and beak. Left to idleness, many of the guild members have turned to flesh gardening, or working their skills upon one another. Some guild members now resemble birds, or insects, or have head their forms so deconstructed as to resemble plants. The House of Flat and Whittle also has some expertise in the preparation of living bone weaponry and skin fabrics. 

  • NPC Suggested Statistics: 
  • Level: 1 - 8 / (d8) 
  • HP: 4 x level 
  • AC: 12 - 18 (Living skin robes and pieces of living bone armour)

Armour

  • Living Skin Robe: +2 AC. No impact on actions. +1 AC for each DEX value above 16.
  • Living Bone Armour: +4 AC. Will have a moderate negative impact (determined by the referee) on DEX/STR tested actions. +1 AC for each STR value above 16. 3 snails. 

Weapons: 

  • Beak: As dagger but leaves both hands free. 
  • Claws: d4 + 1 for each DEX AND STR value above 16, +Level To Hit, can attack twice in a combat turn.
  • Living Bone Sword:  d8 + 1 for each DEX AND STR value above 14, +Level To Hit, +Level damage to targets in armour lighter than medium. 

Powers (For NPCs and Spell Laden Treasures): 

Spell Laden Treasures here require INT of 14 to use. 

  • Flight: Travel through the air a distance approved by the referee, level times a day. 
  • Shape Flesh: Warp the shape of flesh in a way approved by the referee, level times a day. 
  • Web: Cause up to 6 humanoid or smaller targets, equal or below your level, to be held in place for level combat turns, or a length of time approved by the referee, level times a day. 
  • Hypnotise: Cause a target, equal or below your level, to fall asleep for a length of time approved by the referee, level times a day. 

Thing, d30 

  1. Flesh sculpture growing room 
  2. Organ garden 
  3. Bone forest 
  4. Gas sackery 
  5. Meat bird aviary
  6. Bone spider nest
  7. Bone scalpel spider 
  8. Blood pool 
  9. Flesh growing garden 
  10. Flesh bird 
  11. Flesh flightless bird 
  12. Ambulatory organ mass 
  13. Flesh garden 
  14. Flesh sculpting studio 
  15. Bone workshop 
  16. Flesh sculptor
  17. Organ sculptor 
  18. Bone tool crafter 
  19. Organ engineer
  20. Flesh engineer 
  21. Blood engineer 
  22. Flesh growth farmer 
  23. Gas engineer 
  24. Bone quill 
  25. Bone scalpel 
  26. Flesh brush 
  27. Blood robe 
  28. Living skin robe 
  29. Living bone armour 
  30. Living bone sword 

Descriptor, d60 

  1. Nest 
  2. Burrow 
  3. Cocoon 
  4. Vines 
  5. Foliage 
  6. Red breeze 
  7. Damp breeze 
  8. Red mist 
  9. Red clouds 
  10. White fog 
  11. Sublime 
  12. Avant garde 
  13. Sensual 
  14. Sensuous 
  15. Sumptuous
  16. Feather 
  17. Beak
  18. Bird claw 
  19. Plumage
  20. Mane 
  21. Long finger nails 
  22. Long red hair 
  23. Too long limbs 
  24. Fangs 
  25. Too long neck 
  26. Sentience 
  27. Supernatural awareness 
  28. Self weaving 
  29. Flight 
  30. Stunning 
  31. Silk 
  32. Robe 
  33. Cowl 
  34. Cloak 
  35. Cape 
  36. Blood red 
  37. Bone white 
  38. Paradise rainbow 
  39. Bright purple 
  40. Bright green 
  41. Archway 
  42. Palatial 
  43. Luxurious 
  44. Opulent
  45. Ample  
  46. Flowing 
  47. Elegant 
  48. Immaculate 
  49. Impeccable 
  50. Skin tight 
  51. Shaping 
  52. Tailoring 
  53. Perfecting 
  54. Exacting 
  55. Slicing 
  56. Floating 
  57.  Oscillating 
  58.  Writhing 
  59. Hypnotic 
  60. Entrapping 

Thing Desire, d10

  1. Work on a fresh flesh canvas 
  2. Work on an existing flesh canvas 
  3. Construct a new living bone scalpel  
  4. Construct a new living bone weapon/armour 
  5. Warp their own flesh into artistic creation 
  6. Warp the flesh of a guild mate 
  7. Display their work privately 
  8. Find a new high end client 
  9. Find a new middle class client 
  10. Display their work publicly  


Automated Generator: 







Monday, 19 June 2023

Gangs of Infinigrad (Grand Freeform Faction Play Edition)

 (This stemmed from some discussion with the fine folk over at: https://cosmic-sorcery-society.itch.io/ ) 

You are the leader of a gang in the endless city of Infinigrad. 

Your goal is to rule as much of the city as you can. 

  • The Guilds are generally too powerful to mess with. Leave them alone. 
  • Order Keepers don’t like the cut of your jib, try not to let them notice you. 
  • Other organizations (businesses and the like) won’t bother you if you don’t bother them. 
  • Other gangs are not to be trusted. Approached with caution. 


Making a Gang, provide to the referee a: 

  • Name 
  • Description 
  • 2 key gang strengths 

Making a leader, provide to the referee a: 

  • Name 
  • Description 
  • 2 specific leader strengths 

All of the gang members, save the leader, have about the same abilities, prowess and equipment at the start of the game. This may or may not during the course of play, depending on your actions. 

(Get some gang ideas here: https://lizardmandiaries.blogspot.com/2019/01/gangs-of-infinigrad-part-3-d100-gang.html or find an automated version in this fantastic product: https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit

  • The referee will provide you with a list of suburbs at the start of the game. Pick one as a location for your first base of operations
  • Your gang starts with no resources other than 5 members and a leader. Your base of operations is a back room with some beds there and some storage space. 



Turns

  • Each turn you will send one (or more) order/ to the referee. The order will outline one key thing you want your gang to achieve in the turn, and how you will achieve it. 
  • Sometimes the referee may ask for specific orders from your gang leader, or specific gang members, depending on the length of time the turn represents. 
  • The referee will let you know how long the turn is and the number/type of orders they need. 

How long are turns? 

  • Year long turns - these focus on defining the long term key powers, resources and culture of your gang. 
  • Week long turns - these focus on the large logistical movements of your gang and the preparation of specific resources. 
  • Day long turns - these focus on specific jobs and tasks your gang would like to achieve
  • Battle turns - these focus on moments in bouts of armed conflict 

Each turn the referee will work out what happens, then provide private and public updates. 

  • Public updates will include any important news from across the quadrant of the city this is taking place in 
  • Private updates include a updating of gang: 
    • Members 
    • Resources 
    • Strengths 
    • Pertinent dangers 

For the Referee: 

Assume players are generally successful in their actions, if it is justified and logical. Provide specific reasons why an action will fail to the player before they finalize their turn so they may work towards that action becoming successful. Assume the gang members are competent and powerful. If two or more gang's actions come into opposition with one another the referee will need to untangle these and work out what happens! 

Suburbs have: 

  • A General description 
  • Key groups(about 5, and their population levels) 
  • Business/buildings/Services/Points of interest: About 20. 
  • Environmental dangers (if any) 

To add an element of chaos to the city, the referee may roll on the following table to generate exogenous events that may impact the operations of the player gangs in the next turn (AFTER the players have been forewarned of them):  

  1. Very large baneful event, impacting a number of random suburbs 
  2. Very large baneful event, impacting a number of random suburbs 
  3. Very baneful event, impacting some random suburbs 
  4. Very baneful event, impacting some random suburbs 
  5. Very baneful event, impacting a single random suburb 
  6. Very baneful event, impacting a single random suburb 
  7. Baneful event, impacting a single random suburb 
  8. Baneful event, impacting a single random suburb 
  9. Nil events 
  10. Nil events 
  11. Nil events 
  12. Boonful event, impacting a single random suburb 
  13. Boonful event, impacting a single random suburb 
  14. Very bonful event, impacting a single random suburb 
  15. Very boonful event, impacting a single random suburb 
  16. Very boonful event, impacting some random suburbs 
  17. Very boonful event, impacting some random suburbs 
  18. Very boonful event, impacting some random suburbs
  19. Very large boonful event, impacting a number of random suburb 
  20. Very large boonful event, impacting a number of random suburb




Tuesday, 13 June 2023

The Fleshite Surgeryhouse and Meatfarm

 For this version of Guild Dogs: https://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html

To be used with these stocking tables: https://lizardmandiaries.blogspot.com/2023/06/universal-stocking-tables-for-nouveau.html

To generate a room, roll on the mapping/stocking tables (linked above). 

Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. 

(See the bottom of the post for an automated generator)

The Fleshite Surgeryhouse and Meatfarm


Exterior: Ancient stone domes laden with clusters of stone barrels. Strange metallic pipes weave organically across its walls.  


A biomechanical augmentation surgeryhouse and flesh farm. The augmentation and flesh engineers here are all somewhat devoted to the worship of some forgotten meat deity - though their practice has largely become adherence to vocational superstition. Customers late on their augmentation bill repayments will find themselves short a limb or two. Flesh golem and a hive of metallic surgery beetles support the fleshites in their bloody labors. Religious observances and debt recovery practices aside, the augmentation provided here are of high, if slightly mundane, quality. 

 



NPC Suggested Statistics: 

  • Level: 1 - 6 / (d6) 
  • HP: 5 x level 
  • AC: 10 - 14 (Skin leather armour) / (d4) 

Weapons: 

  • Dagger/Scalpel: d4 + 1 for each DEX value above 15, +Level To Hit, can attack twice in a combat turn. 
  • Sword: d6 + 1 for each DEX AND STR value above 15, +Level To Hit, +Level damage to targets in armour lighter than medium.

Powers (For NPCs and Spell Laden Treasures): 

Spell Laden Treasures here require WIS  of 14 to use. 

  • Bug Empathy: Give a single/group of insects (equal/under your level) a simple command, level times a day.
  • Improve Flesh: Increase a target’s physical attribute by d6 for the next test of that attribute, level times a day.  
  • Acid Spray: Spray acid at up to 4 targets nearby to one another, with the approval of the referee, causing d6 + 1 for each WIS above the value of 16 to each, level times a day. 


Thing, d30 

  1. Augmentation surgery theater 
  2. Consultation room  
  3. Organ storage 
  4. Surgery recovery womb 
  5. Organ growing hive 
  6. Bone storage  
  7. Flesh vat 
  8. Meat altar  
  9. Flesh storage hive 
  10. Holding hive 
  11. Flesh bug
  12. Surgery cutter bug 
  13. Queen flesh bug  
  14. Flesh golem nurse 
  15. Security flesh golem
  16. Organ engineer 
  17. Insect empath
  18. Augmentation surgeon 
  19. Meat priest 
  20. Hive architect 
  21. Scalpel 
  22. Pustule 
  23. Fleshy growth 
  24. Muscle
  25. Limb 
  26. Brain 
  27. Eye 
  28. Nose 
  29. Tooth 
  30. Tentacle 

Descriptor, d60 

  1. Insectoid hive
  2. Coral 
  3. Polyps 
  4. Anemones
  5. Lungs  
  6. Hanging corpse 
  7. Hanging dead body parts 
  8. Preserved organs 
  9. Preserved limbs 
  10. Preserved heads 
  11. Preserved organ talisman 
  12. Preserved hand talisman 
  13. Preserved limb talisman 
  14. Cured skin 
  15. Glass 
  16. Crystal
  17. Red
  18. Purple 
  19. Bile green 
  20. Acid yellow 
  21. Bone white 
  22. Pink 
  23. Growing 
  24. Slicing 
  25. Grafting 
  26. Connecting 
  27. Regrowing 
  28. Reviving 
  29. Crawling 
  30. Pulsing 
  31. Pulsating 
  32. Manic 
  33. Frenzied 
  34. Delirious 
  35. Shell 
  36. Claw 
  37. Mandible 
  38. Horn 
  39. Chitin 
  40. Antennae
  41. Glass tubes 
  42. Glass vat 
  43. Crystal bowl 
  44. Bone columns 
  45. Bone domes 
  46. Bone cage 
  47. Red mist 
  48. Blood puddle 
  49. Bone dust 
  50. Acid puddle 
  51. Enveloped 
  52. Socketed 
  53. Grafted 
  54. Enlarged  
  55. Clustered 
  56. Invigorating 
  57. Strengthening 
  58. Empowering
  59. Bolstering 
  60. Strengthening 

Thing Desire, d10

  1. Find new augmentation client 
  2. Work on augmentation client 
  3. Collect debt from an augmentation client 
  4. Offer giblets to a meat shrine/altar 
  5. Work on augmentation design 
  6. Augment self 
  7. Breed new brood of surgery insects 
  8. Find new flesh material to work with 
  9. Experiment on a willing subject 
  10. Experiment on an unwilling subject 

Automated Generator: