Saturday, 19 January 2019

A Suburb of Infinigrad: The Angel's Burial Ground. Part 1: Overview, Landmarks and Populace.

The Angel’s Burial Ground (Mountaintop suburb of Infinigrad).
Map of the suburb. 
Overview of the suburb: 
The Angel’s Burial Ground is a converted sanatorium, sprawling alongside one of the last remaining mountain ranges not destroyed by Infinigrad endless expansion. Towers of multi-coloured marble, smooth finished and organic. A multitude of arches, round doors and windows. These are populated with angels, a raceoid fond of high places and clear air.

The suburb’s famous whispering winds are rumored to bring messages from the gods.  Pray and ask for guidance in high places here and you might hear a reply. Eons ago, patients and doctors alike would plead with the winds for cures. The winds can be violent though. Many have been sent over the edge of their place of prayer into oblivion from a powerful gust. It is assumed that those who suffered this fate asked questions that angered the gods.

When first visiting the streets of The Angel’s Burial Ground one might think them choked with a multitude of winged statues. These are in fact the calcified or crystal coated corpses of long dead angels. When death comes for angels their bodies are submitted to some secret ritual that preserves their perfect forms. Sometimes these are gilded, bejewelled and costumed but often they are left bare. Always they are used to decorate the streets and buildings of the suburb


Local Landmarks: 


The Stairs of Silk.
Once white marble public staircase hundreds of stairs high and wide enough for six men abreast. The huge bannisters are carved as to be flowing clothe and curtains. Great holes are bored into these bannisters and black iron chains are hung from them. Dead and dying beaked-men infested with black and grey scales wallow in these chains (AC 14, d6HD@d6, Claws: d4 x 2.). They plead to be released or claim they are doctors from clattering black beaks. They will lunge at any one who gets close enough and attempt to rend and devour their flesh.


The Stairs of Light. 
A dark purple marble public staircase hundreds of stairs high and wide enough for four men abreast. The railing is lined with tens of ornate lightning contraptions, sparking energy from the air around it and lighting the way up or down the stairs. Hung from these lanterns are a myriad of ancient necklaces, rotting and rusted. They appear to have once been magical but now drained of all power.

The Stairs Down The Mountain.
A dark purple marble public staircase that winds deep down into the bowels of the purple mountains. It is hundreds of stairs high and wide enough for two men abreast. The bannisters were once adorned with the engravings of fish and snakes, but this has been chipped away and destroyed over the eons. Dark rubble coats the stairs. d6 storm angels (AC14, d8@d6, An axe in each hand: d8 x 2) loiter on the stairs and generally don’t let anyone into their mountain roost without a good reason.

The Foul Scale Lake.
An enormous dome of wrought iron caging covers this black, scum-coated lake.  Branches of eon dead calcified trees poke out of the fetid water. Squirming through the water, trapped in their iron cage is an entire town of Scaled Men. Though the cage is all-encompassing, there are clear bends and breaks in the metal. The water of the lake drains into building 28, through a thick metal mesh, and back down the gullet of the mountains, where the cage terminates against the purple stone.

The Bridge of Healing.
This smashed and rotting bridge is contained within the cage of The Foul Scale Lake. It is engraved with the visage of uncountable happy, smiling and healthy faces. d20 Scaled Men lurk on the bridge, glaring at passer-by’s.

The Healer’s Statue.
A three storey colossus, the cage of Foul Scale Lake wrapped around its ankles. It is the figure of a masked doctor, medical tools in one hand, screaming infant in the other. Its base is crawling with d10 Scaled Men.

The Purple Mountains / The Purple Crags of the Storm Angels / Storm’s Roost.

A miniature mountain range of purple stone and skinny, needle sharp towers. The entire range is peppered with holes, caverns and tunnels – some hinting at crude architecture from an age ago. The range is infested with Storm Angels (the mountain tops), Scaled Men (the wet central caverns) and Filthy Gangsters (The bowels of the mountain that turns into a running river feeding nearby, lower suburbs).  

The Streets of the Suburb. : Broad cobblestones of eon stained multi-coloured marble. Piled against every building are the corpses of untold angels, decorated and grand. These line the external walls of most buildings too.

Local Populace:

A note on HD:
The HD for these beings in a dXHD@dX notation. This simply means rolling the first d to determine HD and roll the second type of die noted when determining the amount of hit points for said being. Each level of HD = +1 To Hit.

Neutral inhabitants:

The vast majority of the suburb’s population belong to the angelic raceoid.

Generic Angels: Annoyingly good looking, with contemptuous features and wings that allow them to fly short distances. AC 12, d4HD@d6, Dagger or Sword: d6. Wants: To live their life in peace and practice their profession, roll a d10: 1) Mind soother, 2) Calming Dust Cook, 3) Crystal Trader, 4) Scale Remover, 5) Dream recorder, 5) Dead Angel Cleaner, 6) Perfume mixer, 7) Public stairwell cleaner, 8) Cushion arranger, 9) Reliquary attendant, 10) Graveyard tender.

The duty of keeping order in the suburb falls to a martial group known as;

The Protectors of the Wind: Large, round helmeted angels. Elaborate sculpting exaggerates the mouth and ear pieces of their bulbous helmets, a very thin slit allows vision. Light weight robes of chainmail covers their bodies but still allows them to fly. AC 15, d8@d8, Spear: d10: Whispers on the Wind: The Protectors of the Wind can communicate over long distances to one another due to their connection to the wind, assisted with their elaborate helmets. The wind also whispers to them thigs that no one else could know. Wants: Order maintained in the suburb, all those that disrupt this are evicted via one of the public stairways leading into the suburb. Those infected with spreading scales will be chained to the stairs of silk and left to die.


Additionally, there are two mutated groups of angels that dwell in the suburb:

Halfhere Angels: These angels know the mysteries of turning a corpse to stone or crystal. This practice appears to shift some of their very being out of the physical realm and into the formless realm of death. They tend to be incredibly aloof and are fond of covering themselves in veils of shimmering opaque silk. AC 12, d6HD@d6, Scythe: d8. Search Soul: Can communicate with the endless spirits that haunt every living being to deduce much of a person’s history and personality. Wants: To preserve the corpse of every slain angel and protect the graveyards already created with their own lives.

Storm Angels: Wild angels that roost in the purple mountains of the suburbs. Their burning blue eyes often surge and spark with electricity, as does their blue tinged wings. They are just as likely to be naked, save for a covering of scars, as in ragged scraps of leather. AC14, d8@d6, An axe in each hand: d8 x 2. Summon Storm: Ability to summon a miniature yet buffeting and upsetting squall or cyclone around a target once a day. Wants: To clear out the scaled men and the filthy gangsters infesting the bowels of the mountain. Also the be struck by lightning as much as possible.

Dangerous inhabitants:

The Scaled Men: Ancient humanoids, perhaps at one point simply humans, covered in thick layers of black and grey scales. They have cruel hooked beaks and too long clawed fingers. They can just barely croak and clack words from their beaks. AC 14, d6HD@d6, Claws: d4 x 2. Spreading Scales: On receiving a wound from a scaled man, test CON at Advantage. If failure black and grey scales will begin to spread from the wound, eventually to cover the entire body. Other impacts of the curse are the growing of a beak which will make it harder and harder to talk and also grant the inability to die of old age. Wants: To discuss with other scaled men, in hisses and croaks, the pain they are inflicting on those not affected by the curse. Rumours:  These beings are the survivors of a plague that wiped out the original inhibitors of the sanatorium. Their curse was the only cure for the plague that killed everyone else. Some scaled men have progressed over thousands of years to become half or whole fish, and others have grown enormous with their undying affliction and lurk within the waters of the mountains.  

Two Angelic Gangs also prowl the suburb:

The Diggers: Pale skin drained of colour, blue veins clearly visible, noble clothes covered in a tessellating pattern (AC 11) and heavy iron shovels used as two handed clubs (d8).
  • A gang of gruff disaffected angel youth, who vandalize preserved angel corpses at every opportunity. Will jeer and insult Halfhere angels whenever they sight one.
  • Often fighting one another to prove who the toughest digger is.
  • Offensively, they bury their dead in holes in the ground to let their forms simply decompose.    
  • Led by a 1000 year old scaled man, The Swimmer (AC 20, 10HD@d20, Strangle and suffocate: d10) who lounges in an enormous bathtub with wheels, handles and curtains. He has about 10 layers of thick scales making his skin almost impenetrable. These have started to form into fins, giving him the slight impression of a whale. He abhors any one seeing his form, so keeps his bathtub curtains drawn.
  • The Swimmer knows most of the secrets of the suburb, being an ancient patient or doctor of the sanatorium. He doles these out to his followers, who are fond of the caches of exhilarating dust he helps them find.
  • Currently the gang is attempting to relocate The Swimmer to a hidden cavern in the purple mountains that houses a most calming natural hot spring.


The Keepers of Secrets: Stern blue metal face masks, wings dyed an electric green, gold hued bronze chest plates and chainmail skirts (AC 15) and gleaming flamberge (d10). 
  • Beneath their all-covering armour, all members of The Keeper of Secrets are infected with spreading scales. They are utterly ashamed of this and taken vows of silence to ensure no one finds out the truth.
  • Their nameless leader has found a cache of healing dust that keeps the scales at bay. This is used incredibly sparingly to stop the scales from spreading across members wings, which will reveal their shame.
  • Some members have had their wings removed, the scales spreading their before it could be treated. Members also painfully saw off their beaks when they develop, to ensure they can keep wearing their facemasks. This helps with the vow of silence.
  • Recently, the nameless leader found documentation within the notes of an ancient doctor that a permanent cure for the scales exists. It is allegedly stowed away beneath the Healer’s statue in the Foul Scale Lake.  


Thursday, 17 January 2019

5 Angelic Gangs of Infinigrad

Here are 5 quick angelic gang chassis to use (Angelic is a raceoid in Guild Dogs - these aren't actual angels). Combine this with:



Angelic, annoyingly good looking, with contemptuous features that enrage most that look upon them and wings that allow short distances of flight.
  1. Skeletally gaunt and two of five fingers missing on each hand, black iron helmets and ragged black cloak that hides wings (AC 15), bloodstained bronze arm braces each with a hidden retractable dagger (d6 x 2).  
  2. Stern blue metal face masks, wings dyed an electric green, gold hued bronze chest plates and chainmail skirts (AC 15) and gleaming flamberge (d10). 
  3. Capes of a rich red, fit to allow wings, connected to ornate gold pauldrons (AC 13) and a sharp bronze lance for swooping attacks (d10) 
  4. Pale skin drained of colour, blue veins clearly visible, noble clothes covered in a tessellating pattern (AC 11) and heavy iron shovels used as two handed clubs (d8). 
  5. Clad head to toe in black plate mail, the helmet has tiny slits for eyes and breathing (AC 20), wings have been removed and the backside of armour has been decorated with splashes of red paint to commemorate this fact, spears of shining pure silver (d10). 


Shopping in Infinigrad, Part 1: d100 What's weird about the store?

My players complained recently that there was no normal shops in The City, that they all sell eyes or lizards or just have people in the building that want to kill them. The next series of tables hope to address that issue (although I much prefer every building just being a dungeon but whatever).

By the way, if you are interested in more merchant stuff, check out my PWYW weird merchant generator, The Transient Bazaar: https://lizardmandiaries.blogspot.com/2016/07/the-transient-bazaar-merchant-and.html

Bonus: K Yani of https://noisesanssignal.blogspot.com/ has kindly provided d20 weird shopping bags to accompany this post. They are after the d100 table, accompanied by some notes by K Yani.


d100 What's weird about the store? 


  1. Store basically giving away stock for free.
  2. Will give special low prices to those in dire need.
  3. Doesn’t much care to sell any of their stock, but prices are very fair.
  4. Store is a supply point for a larger organisation, merchant will begrudgingly sell stock but is mostly there to supply said organisation.
  5. Only sells exact replicas of the single item.
  6. Merchant is more concerned with studying their stock than selling it.
  7. Merchant knows exactly what every customer needs (literally).
  8. Quality is far too good for the low price the stock is offered at.
  9. Stock has been produced by a master. Supreme quality.
  10. Merchant ensures all customers are completely happy and satisfied.
  11. Barely any stock, shelves nigh empty.
  12. All stock is kept in elaborate storage devices, for security, freshness or safety.
  13. Stock is all poor quality replicas of a well known item.
  14. Merchant will always want to barter with items rather than trade with gold.
  15. All items in the store are in someway cursed and or haunted.
  16. Merchant is bizarrely and caustically rude to customers.
  17. Merchant takes in depth notes on every customer that enters their store.
  18. Half the store is devoted to the workshop creation of the goods sold.
  19. Store is an absolute mess, stock everywhere in piles the merchant and customers must clamber over.
  20. Store is automated, perhaps by magic or contraptions or simple signs.
  21. Merchant hides from customers, whispering from hidden locations around the store.
  22. All stock is far too small.
  23. Merchant’s pricing is very honest, and they are completely open about any shortcomings of the product.
  24. Merchant is ill, possibly from handling product.
  25. Stock is mostly hidden and won’t be revealed until purchased and paid for.
  26. Most stock purchased will fall apart in the next few days.
  27. Stock is so filthy that things are growing on it.
  28. All stock is clearly broken, destroyed and inoperable.
  29. Stock is all antiques.
  30. Stock is all grown, either naturally or in vats, and is possibly alive in some way
  31. Stock is gilded and decorated beyond reason and taste.
  32. Merchant is clearly very successful and wealthy, store is thriving.
  33. Stock is books ABOUT the item sold rather than the item itself.
  34. Stock is always “on order” but will probably never arrive.
  35. Merchant really wants a shipment of a different item than they normally stock and is willing to pay a lot for it.
  36. Merchant openly houses a sacrificial altar in their store, often stopping sales pitches to slaughter something there.
  37. Merchant is incredibly knowledgeable in their field.
  38. Customers must always purchase at least two things, lest some curse befell the store.
  39. The store is operated by twin merchants, who use their twinning often to trick customers.
  40. Store is ancient and abandoned.
  41. Merchant has a violent vendetta against a competing merchant - will try to hire customers to kill them.  
  42. All stock is second hand.
  43. Customers must pass some arbitrary test set by the merchant to purchase their stock.
  44. Stock is clearly salvaged, hobbled together from several broken items of the same sort.
  45. Store has been recently flooded, not necessarily by water.
  46. Store is immaculately clean and tidy.
  47. Slaves tend the store, owned by the merchant who may by harsh or kind to them.
  48. All stock is locked up with massive padlocks, chains, ropes etc. Excessively so.
  49. Some stock, or all, has clearly been burnt or melted.
  50. Stock is made of a very delicate material.
  51. Stock is utterly bizarre, does not appear to be of this world - the merchant is not much better either.
  52. All stock is kept outside in a garden like store, the storefront may only be a small facade.
  53. The store, and its stock and merchant is an affront to the local community. Often the target of vandalism and attacks,
  54. Merchant has a variety of vicious  beasts prowling the store, either as pets or guards.
  55. Merchant only trades his stock for violent favours, and rough, dirty jobs done by customers.
  56. Store is a calming sanctuary, temple like.
  57. Store is run by two or more merchants who are constantly bickering.
  58. The store has a blatant lack of security.
  59. Store sells a variety of stock, roll on the d100 stock table d6 times.
  60. Stock is weirdly mutated and warped, and risks doing the same to the customer.  
  61. Store is overrun with customers and is in total shambles.
  62. An enormous bonfire burns in the store - old stock is fed into it.
  63. Merchant is a fumbling, bumbling fool. Has no idea where any stock is or how much it costs.
  64. All stock is somehow weaponised and menacing.
  65. Store is ruined and merchant is dead. Some stock remains to be salvaged.
  66. All stock has additional properties or features beyond what is normal for that item. Sometimes these things are useful.
  67. A gang operates the store, with menace, criminality and often violence.  
  68. Merchant owns a chain of similar stores. Often absent from one store as they operate another.
  69. Store is operated from a  moving vehicle, carriage, boat, etc.
  70. Store is in the throes of shutting down, cheap prices and a despondent merchant.
  71. All stock is either slightly or far too big. Merchant is possibly a giant.
  72. All stock has a horrific aspect too it, made of corpse or bone, or sculpted in such a way as to be monstrous.
  73. Merchant is a monster, either literally or just incredibly savage in their business pursuits.
  74. Store seems/is much, much larger on the inside than it appears outside.
  75. Store has a queue emerging from door.
  76. Merchant is very keen to hire help and hands in the running of their business.
  77. The way in which the merchant has stored and shelved their stock is blatantly dangerous.
  78. The merchant is engaged in some sort of conflict with their stock.
  79. The merchant has employed a team of seductive beings to ensure sales are made.
  80. Store is actually an entrance to a dungeon, the real store is also in that dungeon.
  81. Store is clearly a sham business, a cover up for a larger, nefarious operation.
  82. Merchant, stock and store are being/have been mutated from a nearby portal leaking lower planes energy.
  83. Stock is very well made and long lasting, amazingly so.
  84. Stock is dredged from a dungeon beneath the store. Merchant is always looking for people to pull more items up.
  85. Merchant truly is masterfully knowledgeable on stock sold.
  86. Merchant requires far too many details from customers, which they record in weighty tomes, before a trade occurs.
  87. Everything in the store is covered in dust, the merchant is beyond ancient.
  88. Merchant is opulent and corpulent beyond measure, bejeweled and carried around the store by slaves. 
  89. A pit in the center of the store houses some beast or monster that allegedly protects the stock.
  90. Merchant has absolutely no idea about how any of their stock works, or what it is used for, etc.
  91. Merchant can’t bear to see any of their stock sold, seems to cause them pain to sell a single item.
  92. Each piece of stock sold in the store, somehow, hurts another, external party - possibly through a curse.
  93. One or several shrines and miniature temples are set up around the store, lending it a sacred air.
  94. Merchant absolutely hates their job, and the stock they are selling.
  95. Merchant requires blood in exchange for their stock.
  96. All stock is clearly stolen, merchant is incredibly dodgy.
  97. Store is very dark and shadowy, it is very hard to make out what is actually being sold.
  98. The merchant has recently been killed/is currently being killed.
  99. The merchant is diseased, and their store is a warren of filth, decay and infection.
  100. Merchant has recently accidentally sold something of extreme value at a minuscule price and desperately wants it back
d20 Weird Shopping Bags. 

"If there is an unusual shopping, should there be also unusual shopping bags?

Here is 20 I could think about. 'some time' usually means time enough to carry items from a shop to some destination.

Shopping bags are a bit like Schrödinger's cats and become strange if left unobserved."


  1. If anything in numbers more than two is put into it, after some time it becomes one less.
  2. It is more cumbersome and heavy than it looks like. Treat like a (heavy) club if full.
  3. Anything new put into it becomes slightly decayed or damaged.
  4. It is less spacious than it looks like. However you try, the last item never fits in.
  5. Handles have active malice to them, will cut the skin and drink your blood.
  6. The logo on a bag is of place that actually never existed.
  7. Everything inside becomes subtly, unharmfully branded with tiny strange sigil.
  8. The padding of the bag is soft and feels spongy. You can hide and retrieve an extra small item in it as long as nobody is looking how it happens.
  9. The logo in the bag is of long-vanished company, but the bag itself is very obviously new.
  10. The bag is more spacious than it looks like, but, by pure coincidences, is more prone to be lost or stolen.
  11. The fabric, leather or plastic of the bag is always slightly warm on touch.
  12. The insides of the bag are woven into flexible, slightly unclear mirror. Blurry reflections have somewhat mesmerizing quality to them. 
  13. The bag becomes heavier the longer you carry it, resets to normal weight the second after you put it on a ground.
  14. Small items (lipstick, keys, magical ingredients) often vanish from it. Sometimes the same type of item found, but different (wrong colour, wrong shape, wrong kind of bat guano and sulfur, etc.)
  15. Squirrels and skunks are attracted to it in unhealthy degree.
  16. All power sources (batteries, wands) discharge faster. Usually at least one battery becomes inert after some time.
  17. When carried, a slight bird chipping is heard from inside. If left unattended, birds will try to nest in it as much as they could. 
  18. Minor worthless items (a spare mitten, a broken censor) tend to appear in it.
  19. All items are better preserved in it, except apples which always rot too fast.
  20. Bag slightly changes colours and shape with seasons, becoming heavier and plumper with autumn, more monochrome with winter, misshapen and colourful at summer.


Tuesday, 8 January 2019

Gangs of Infinigrad, Part 3: d100 Gang Leaders

Here is d100 ideas for gang leaders. Combine these with:
d100 Gang Leaders: 
  1. An ex-holy person.
  2. A healer.
  3. An ex-enforcer of the curse of the law.
  4. A collector of crimes.  
  5. A knower of the way.
  6. A mind soother.
  7. A burning person.
  8. A stargazer.
  9. A too wise one.
  10.  A mind reader.
  11. A keeper of foul things.
  12. An ex-sky sailor.
  13. A breeder of beasts.
  14. A whisperer with the dead.
  15. A sharp fashionista.
  16. An enchanting musician.
  17. An enormous freed golem.
  18. A controller of the weather.
  19. A strictly business person.
  20. A deadly martial artist.
  21. An acidic alchemist.
  22. A tinkerer.
  23. A herbalist.
  24. A brewer of slime and jelly.
  25. An invisible person.
  26. A mad surgeon.
  27. A gorging glutton.
  28. A body full of augmentations.
  29. A demonic language expert.
  30. A teacher of corruption.
  31. A banker or hoarder.
  32. A master thief.
  33. A counter fitter.
  34. A gem cutter and valuer.
  35. A librarian.
  36. A dark philosopher.
  37. A psychic mind controller.
  38. A dream eater.
  39. A sacrificer.
  40. A cannibal.
  41. An embalmer.
  42. A caster of curses.  
  43. A survivor of a leviathan attack.
  44. A writer of magical contracts.
  45. An amputator.
  46. A collector of debts.
  47. A bounty hunter.
  48. A master lock picker.
  49. A metalsmith.
  50. A weapon or armorsmith.
  51. A sinister shaman.
  52. A giant.
  53. An absolute hedonist.
  54. A filthy butcher.
  55. A worshiper of a monolith or other ancient thing .
  56. A gardener (probably not a safe one).
  57. A dust addict.
  58. A mutant.
  59. A grand illusionist.
  60. An advisor to a larger and maleficent force.
  61. A pyromaniac.
  62. An explosive specialist.
  63. A lord of refuse.
  64. A master of elementals.
  65. A mad engineer.
  66. An enormous sentient octopus.
  67. A holder and studier of maps.
  68. A machine more so than man.
  69. An expert negotiator.
  70. A prophet (of ill tidings).
  71. A keeper of a dangerous menagerie.
  72. A being that never stops growing.
  73. A rider of men.
  74. A being long dead.
  75. A monster.
  76. A wearer of magic robes.
  77. A being in chains, held or otherwise.
  78. A reader of forbidden books.
  79. An ex-whore.
  80. An indolent lounger and consumer of excess.
  81. A holder of keys.
  82. A being of stone.
  83. A being from deep underground.
  84. A borer of great holes and tunnels.
  85. A keeper of treasure.
  86. An utter nihilist.
  87. A teleportist.
  88. A time traveller.
  89. A summoner of foul things.
  90. A reader of cursed scrolls.
  91. A torturer.
  92. A poisoner.
  93. A destroyer of holy icons.
  94. A cauldron tender.
  95. A lover of death.
  96. An utter unbeliever.
  97. A self ordained anointed one.
  98. A brewer of
  99. A carrier of a terrible disease.
  100. A misshapen one. 

Sunday, 6 January 2019

5 Human Gangs of Infinigrad

Here are 5 quick human gang chassis to use. Combine this with:

Mushroom Gangster by Me

5 Human Gangs of Infinigrad: 

  1. Face tattoos, ornate helmets of bronze, heavy, brightly dyed robes (AC 12) and bronze bardiches (d8). 
  2. Bird masks (cloth and metal), pale lamellar plate armour with gaudy trim (AC 13) and wooden staffs (d6) or spiked cestus (d6 x 2).
  3. Teeth sharpened to points, naked save for heavy iron pauldrons (AC 12), a stained machete in each hand (d8 x 2)
  4. Pale, sickly and languid, covered in colourful fungal growths embedded in flesh (AC 12), release a cloud of stunning spores (test CON or stunned for d8 rounds) and punch victims (2 x d4).
  5. Winged helmets and an amassing of neck charms and amulets, ornate wrought iron armour, swirling and organic (AC 18) and cruel looking daggers in each hand (2 x d6).  



Saturday, 5 January 2019

Gangs of Infinigrad, Part 2: d100 Gang Member Visual Quirks.

Following on from this post on gang profession, goals and culture, here's a d100 table of visual quirks. These can be applied to a single gang member, the whole gang, the gang leader or maybe just random NPCs in your game.
D100 Gang Member Visual Quirks: 
  1. Decorative curved horns.
  2. Long haired furs.
  3. Eyes glow faintly golden, or other less lustrous metallic colours.  
  4. A cloud of insects hangs above them.
  5. A flock of birds accompanies them.
  6. Huge and ornate metal gauntlets.
  7. Thorns grow from skin.
  8. Ornate metal spikes adorn garb.  
  9. Skin is red and cracked.
  10. Sworlling tattoos cover body.
  11. Noses removed, just open slits.
  12. Decorative metal implanted into forehead.
  13. Quad curved horns emerging from head.
  14. A mane of bristling fur.
  15. Elaborate and long facial hair.
  16. Smoking implements billowing mesmerizing clouds.
  17. Huge buckled belts and a proliferation of straps.
  18. White decorative feathers.
  19. Dyed red or other primary colour hair, fur, skin, etc.  
  20. Leather gloves with stitched metal claws.
  21. Mutated wings, creaky and bony (do work and can fly).
  22. Horn trumpets.
  23. Bone shields.
  24. Necklaces of rocks.
  25. Always wet with sweat.
  26. Oversized frills on collars and shoulders.
  27. An abundance of rings.
  28. Too large fingers and or hands.
  29. Trained metallic dragonflies that conduct scouting.
  30. Swirling wooden growths erupting from torso.
  31. Huge hoopy earrings.
  32. Moon inspired symbols, insignia, jewelry, etc.
  33. Cage helmets.
  34. Ears missing.
  35. A bouquet of exotic flowers.
  36. Insect mandible jaws.   
  37. A metal tail terminating in a jagged blade, works.  
  38. Weapons that glow, no one knows how.  
  39. An extra mouth.
  40. Completely black, white or other colour eyes.
  41. A mouth of fangs.
  42. Huge, slightly malformed, muscles.
  43. Warped, stretched faces.
  44. Smeared war paint.
  45. Flower or generally vegetative tattoos.
  46. Head bands, probably made of tattered magic robes.
  47. Hold gross demon idols, or hang them from neck.
  48. Caked in dirt.
  49. Wild unkempt hair and beards.
  50. Roaming slug homunculus fused to flesh.
  51. Banners and flags attached to poles strapped to back.
  52. Moss, vines or mushrooms growing on flesh.
  53. Long hair in elaborate styling cinched in place with metal bands.
  54. Rune tattoos, some shimmer with fey energy.  
  55. Noose necklaces.
  56. Exuding some green yellow slime from pores.
  57. Wart or boil covered skin.
  58. Long, dirty claws.
  59. Missing or broken and chipped teeth.
  60. Growing clusters of bone crystals sprouting from flesh.
  61. Coloured spines ridging along back or arms.
  62. Scales, varied in colour or monotone.
  63. High, frilly collars, generally followed by a pompous attitude.  
  64. Bejewelled and ornate hand guards on all weapons.
  65. Carrier pigeon/s perched on shoulders.
  66. Glowing white or other simple colour amulet around neck.
  67. Wreaths of trash, old vegetation and general detritus.
  68. Huge bellies.
  69. Long scarves and face masks of rags.
  70. Lutes or other smug musical instruments.
  71. Ever upward facing eyes, never look away from the sky when talking.
  72. A hive of symbiotic insects living in torso.
  73. Crude iron crowns.
  74. Large geometric symbol made of metal stitched into chest or back.
  75. Ropes of skulls hung around body.
  76. Always drooling copious amounts of a yellow goop.
  77. An ornate bone drinking tanker.
  78. A crab claw arm, or a crustacean shell on front or back of torso.
  79. Protective face covering including goggles and breathing aparati.
  80. Insect wings, either operational or decorative.
  81. A chest sling of work tools, most likely lock picks but maybe hammers and saws.
  82. Very well trained dog, cat or other small beast.
  83. Miniature shrines strapped to shoulders, replete with little offerings.
  84. An unseen wind or breeze ruffles clothes or hair.
  85. Head and faces draped in shimmering veil of opaque gauze.
  86. Metallic or organic flower tucked behind ears, perhaps growing from head.
  87. A metal, augmented leg or arm.
  88. Rotted, decaying flesh, bones revealed, perhaps a limb or two missing.
  89. An aura of smog, smoke or fog.
  90. Large frill erupts from top of head, bony or fleshy, often adorned with small horns.
  91. A too long tongue that hangs out the mouth.
  92. Legs are fused together and lengthened, mutated into a snake/wormman.
  93. Jewelled and/or elaborately designed immaculate leather boots.
  94. Naked save for full body war paint.
  95. Tangles and coils of rope looped all over body.
  96. A small painting of an idyllic scene/portrait of gang leader hangs from neck.
  97. Boots with rock soles and toe protectors, red and craggy.
  98. Face is a mask, beneath the mask flesh is smooth and featureless.
  99. Smoke, haze or fog of an eerie colour billows from weapons.
  100. Eyes that can roam around the flesh as if a fish swimming. 
Beetle Gladiator by Chenthooran, https://www.deviantart.com/chenthooran/art/beetle-gladiator-523575967




Thursday, 3 January 2019

The Campground of the Faceless Giants


I've always got a stack of scrap paper that I like to doodle maps and sketches on. Sometimes I have grand ideas of turning those into a fully fledged adventure. These seem to chew up my mind for a while and I never seem to finish them. Often, I waste a lot of time thinking them and grousing that I haven't finished them/aren't working on them. Here is one of those things, something I don't think I can finish because other things keep distracting me. I just want to post what I have to clear my mindpalette of it (much like I did with the unfinished "The White Isle"). It's just a couple of hexes, maps and sketches.  Enjoy! 

Faceless Giant: Lumbering mass of vivified stone. Wrapped in a makeshift robe of animal skins. There is a dark space where the face in the cowl should be. 

Hex crawl:

1.  A stench of guts and rotted bone wafts across a sandy and blood soaked plain. Man high black mounds dot the landscape. Moving closer to these reveals them to be fly covered slag heaps of skinned carcasses. The flesh mounds are surrounded by enormous and crude stone skinning tools. 

Four great fire pits, like shallow valleys of flame, are spread out across the hex. Surrounding these pits the land is carpeted in drying animal skins, held in place with boulders and stones. Whole trees are used to fuel the ever-burning pits.

There is a 1 in 6 chance a Faceless Giant will be present, either tending the flames or gathering the skins and trudging forth with them, enroute to Hex 9. 

2. A pockmarked and barren plain, bereft of vegetation. Crumbling and loamy holes are strewn everywhere. These holes are places where trees once stood but have now been plucked from the earth.

Sparsely dotting the plain are 6 sentinel poles, several trees high, hewn together roughly from the branches and trunks felled from the now bare land. Scraps of rawhide hang tattered from these poles, dismal flags. d6 Faceless Giants stalk between the sentinel poles. A low frequency hum sonorously emits from them. This hum will cause distress if listened to for more than a few minutes (all tests by non Faceless Giants rolled with Disadvantage when in audible range).     

Arranged around these sentinel poles are several effigy piles of rock, arranged crudely in the shape of a man. Coming close to any of these effigies will cause any Faceless Giants in the hex charge towards the interlopers and attempt to drive them away. Between the rocks and cracks of the effigies grows a quartzpudding like material, shimmering, thin and clear. Over the course of several days this material will form into a skin around the effigy, giving it the appearance of malformed man of rock and quartz. 

3. Six crude geodesic tents are spread across an empty plain. They are covered in sheets of poor quality rawhide, hammered with stone nails into near splintered wood. Leaning and crooked flagpoles of raw wood erupt from the centre of each, topped with a rotted, fluttering animal skin.

The sandy plain is suspiciously empty, patches of dead grass and ill coloured soil are the only noticeable features. The landscape appears to have been drained of all stone or vegetation, all up ended and moved elsewhere. Drag marks and gouges hint at this exodus. Observant travellers may notice the d12 Faceless Giants laying completely flat and motionless across the hex (most often nearby to the tents).

The tents are sized to accommodate a single Faceless Giant. Inside each is d20 boulders, hollowed out to be used as makeshift cauldrons (worth 50 GP when emptied). Inside each boulder cauldron is a bubbling and steaming milky grey mixture. In the mixture floats untold men and animals, slowing melting away, their flesh thickening the mixture. The milky grey concoction instantly kills and then slowly melts flesh-based beings. Upon any one entering a tent the nearby Faceless Giants will rise, wait until the interlopers exit the tent, then attempt to place them into a boulder cauldron.

4. A plain of pulverised stone and pebbles. Outcroppings of larger smashed and cracked stone pepper the landscape. A zesty, soapy miasma of white gas lingers across the land - it burns the tongue and nostrils.

In a central valley stones and boulders have been heaped together to form four lumpy columns 10 meters tall. These are arranged around a lake of a bubbling and steaming milky grey mixture. The miasma emanates from here. Dead animals can just barely be seen floating in the swirling goop. The milky grey concoction instantly kills and then slowly melts flesh-based beings.

The miasma is thickest at the shore of the lake. Glints, sparkles and reflections of light twinkle occasionally from the miasma. All those that come in contact with the thick miasma there must test CON. If the test fails they begin to choke and cough as their lungs are somewhat melted (d10 damage and lose d4 permanently to CON). d20 boulders, hollowed out to be used as makeshift cauldrons litter the shore. They are empty and are worth 50gp each. Additionally, d6 geode boulders, also hallowed out to be formed into cauldrons, lay at the lake bank. The inside of these are coated with iridescent and reflective crystals. These are the source of the twinkling in the miasma, they are worth 500 gp each. All the boulder cauldrons are huge and heavy.

5. A plain of intersecting, empty and water dry canals. The three meter deep canals have been dug without precision, often crumbling in on themselves. The canals are approximately 2 meters wide. The land above the canals has been drained of large vegetation and all stone. Some patches of dead white grass exist. The canals concentrically swirl around a central point marked by a towering man shaped effigy of stone 12 meters high.

In the pits of the canals a tiny finger width trickle of pure white ooze flows. Dead insects and small field animals can be seen floating along its miniature current. Touching the white ooze does d6 damage to the toucher. It only affects those of the flesh, mineral beings and items are unaffected. Following the slow flowing ooze will lead back to the central effigy where it drips from the stone structure into the canals. The canals connect into a great circle around the hex at its outermost periphery.

The central effigy sits atop an island of un-canalled land, having a diameter of 20 meters. The sandy ground is bleached white. It stinks strongly of chlorine here. The effigy is composed of rough stones and boulders held together with the same white ooze trickling through the canals. The ooze leaks from the effigy and runs over the edge of the island into the many canals surrounding it. The many streams running from the effigy all cause d6 damage if touched by an organic being. A soft moaning can be heard emitting from the effigy, it also moves imperceptibly slowly, a figure writhing in pain at a glacial pace. Any flesh based being that comes within 10 meters of the effigy will feel their mind begin to fog and their vision become cloudy. Test WIS, if they fail they lose all memory of the last d6 days. Standing close to the effigy for extended periods of time will lead to total amnesia.

6. A tangle of dead trees and leafless shrubs, bleached white. The stench of chlorine is everywhere and stings the nostrils. The air hurts to breath and all tests are rolled at Disadvantage in this hex. The ground is a groaning, roiling mess – rock smashed and cracked. The vegetation often emerges rudely from fissures in the ground. The ground is very clearly moving, as if something is swimming beneath it.

The dead white vegetation appears oily and glistens iridescent in sunlight. Bulbous white growths are dotted over most trees, clusters about the size of a human head. If prodded they will explode with burning milk ooze (d6 damage). The dead trees and shrubs also drip slowly with this ooze, sucking it from some reservoir beneath the disturbed ground. The carcasses of copulating birds and insects are affixed to the trees. They are in various states of decay.

Several four meter deep pits dot the hex. The location of these shift with the roiling, rolling landscape. While these are incredibly obvious to see, the ever shifting ground may cause those too close to lose their footing and plummet in. Falling into the pit will cause d4 damage from the fall. Each pit holds a meter deep pool of white ooze. Coming into contact with this ooze causes d6 damage a round. There is a 5% chance that the pit will close in around a being that has fallen into it, pulling them down into the earth itself never to be seen again.

7. A plain of waist high grass, dead and bleached white. The ground beneath is soft and sandy. Giant foot prints have disturbed the high grass and ground, footprints leading from and to a huge single tent of rawhide.

Hex 9 :


Sketches: 





Monday, 31 December 2018

Gangs of Infinigrad, Part 1: Professions, Goals and Culture

Gangs are in an unusual predicament in Infinigrad, being that there is no laws for them to break . The gangs of Infinigrad generally deal with the most sordid of businesses, stuff no guild would want to touch. They are often in conflict with nearby Guilds, who will often set unofficial laws, rules and regulations for the suburb they dwell in. Especially, they are in conflict with one another - competing for the lucrative vice trades of Infinigrad.


What’s the gang’s overall profession?
  1. Beggars
  2. Sulkers
  3. Snatchers
  4. Bludgeoners
  5. Killsporters
  6. Knaves
  7. Swindlers
  8. Peddlers
  9. Tricksters
  10. Gladiators
  11. Princelings
  12. Wanderers
  13. Abusers
  14. Lostlings
  15. Vandals
  16. Chaotics
  17. Diseasers
  18. Enforcers
  19. Ruffians
  20. Blackguards


What’s the gang’s current goal?
  1. Get a leader or important member healed.
  2. Find a new and secure clubhouse.
  3. Find somewhere to store something vaguely illicit of value.
  4. Stocktaking targets of value in the suburb.
  5. Remove the competition for a specific resource or target within the suburb.
  6. Find out who betrayed them recently.
  7. Explore a recently discovered dungeon beneath their base of operations.
  8. Acquire a means of fast transportation.
  9. Get into the mind, or otherwise psychologically unsettle a rival gang.
  10. Gain guidance from a venerable, ancient and deified criminal mastermind.
  11. Kill, or otherwise silence, witnesses to their recent crimes.
  12. Gain control of the nearby skies.
  13. Resurrect a venerated leader, or some famous scoundrel, from the dead.  
  14. Shroud the reputation of the gang in false and fearsome rumours.
  15. Summon some horrific  and or mischievous spirit.
  16. Grow rich through the manipulations of local markets, possible owning a monopoly of some highly desired commodity.
  17. Charm some local authority, though bribery, blackmail, extortion, etc.
  18. Steal a local and valuable magical crystal that will help grow their criminal empire.
  19. Purchase, build, steal or otherwise acquire a menacing attack or guard golem.
  20. Train in an esoteric near magical fighting technique.
  21. Acquire control of some horde of insectial pests or rodents.  
  22. To poison or destroy local pipes or waterways.
  23. Acquire some shipment of a narcotic or magical dried herb.
  24. Decrease the gang’s overall profile or visibility, shrinking from public life.
  25. Smash the windows of some nearby building, either for intimidation or simple gleeful vandalism.
  26. Learn a new street language, or decipher a rival’s thief cant.
  27. Gather intelligence or a nearby rival gang through spying and subterfuge.
  28. Legitimize their operations, become less illegal and more morally upstanding in the suburb.  
  29. Hold a raucous, out of control suburb wide carousing party.
  30. Steal a set of uniforms as a disguise for a soon to be completed operation.
  31. Break into a nearby bank or storage vault.
  32. Steal a specific valuable gem, possibly magical.
  33. Steal some precious equipment or trophy from a rival gang.
  34. Decipher weird and disturbing dreams being experienced by gang leader.
  35. Induct all gang members into a local cult and forge a strong relationship with said cult.
  36. Acquire a supply of blood and organs for use in gang surgery.
  37. Drench the streets in blood in a ritual of intimidation.
  38. Capture, prepare and consume local martial figure of import.
  39. Install a suburb wide flashing and reflecting message system of mirrors and reflective metals.
  40. Prepare a grand tomb or funeral procession for a recently deceased gang leader.
  41. Receive a begrudging blessing from a local religious organisation.
  42. Dredge something valuable from the local sewer.
  43. Get important local residents to sign a protection contract.
  44. Capture a beast from local body of water.
  45. Find a replacement limb for a leader or high level enforcer.
  46. Collect a large overdue payment for criminal services rendered.
  47. Remove and cleanse evidence of the conduct of a recent crime
  48. Hire external muscle to take out specific targets of concern to the gang.
  49. Deposit the material wealth from a recent hit in a secure and safe location.
  50. Refit gang members with upgraded suits of armour.
  51. Grow a crop of some illicit or magical herb.
  52. Protect some ancient artifact recently uncovered and now in the gang’s possession.
  53. Find a supply of fresh food for the brood of foul beasts the gang keeps.
  54. Brand new members with magical and controlling markings.
  55. Acquire a new guard beast or beasts.
  56. Secure a calming garden for the gang leaders irritated nerves.
  57. Secure a peace treaty with a nearby rival gang.
  58. Establish a new or forcefully acquire a pre existing gambling operation.  
  59. Secure a shipment of psychedelic dust.
  60. Induce a suburb wide riot or public disorder to mask a more nefarious criminal misdeed.
  61. Commit arson, probably to intimidate the local populace or a rival.
  62. Publically burn a traitorous ex member.
  63. Demolish a building to make way for the gang’s expanding operations.
  64. Dispose of an alarming pile of waste (alarming either in size or content).
  65. Claim control of nearby ruins of religious or magical significance (most likely at the behest of fanciful ideas from the gang leader).
  66. Secure a portal, gate or passageway outside of The City.  
  67. Construct or steal wheeled and armoured transport for future operations.
  68. Get the gang’s fortune told, possibly by kidnaping a diviner.
  69. Steal a treasure map, or follow the route illustrated by one.
  70. Negotiate turf ownership with a rival gang.
  71. Train a fearsome beast or beasts to achieve some nefarious goal.
  72. Rapidly increase the size of the gang.
  73. Acquire the gang’s own personal leviathan.
  74. Grow, breed, steal or create a monster to threaten others with.
  75. Steal, build or otherwise acquire a tower as a base of operations.
  76. Acquire a set of magic robes for important gang members.
  77. Acquire a massive shipment of booze for a gang feastday.  
  78. Learn the secrets hidden in some esoteric text.
  79. Build a vital and useful bridge which they can charge tolls to those using it.
  80. Pick the lock of or overcome the security of, an important and valuable target.
  81. Clear out, or dig, a tunnel between/beneath two important locations.
  82. Recover a treasure of which they have valuable intelligence about the location.
  83. Unleash a horde of vermin on a target as a form of extortion.
  84. Kidnap a treasure and hold it ransom.
  85. Destroy, vandalize or steal an important local monument or statue.
  86. Open a portal to the lower depths and dredge horrors from their for their own nefarious use.
  87. Take control of an important gate or passageway and charge tolls on those passing through.
  88. Find a trinket of particular importance to the gang leader.
  89. Steal a particularly valuable or powerful artifact from a nearby museum.
  90. Erase something from history or from memory, to acquit them from a crime or debt.
  91. Equip gang members with upgraded weapons.
  92. Poison the local food or water supply.
  93. Begin a sham cult or religion to fool the suburb’s populace.
  94. Curse a rival members of a local gang or their leader.
  95. Terrorize a local religious group, to scare them into paying the gang fealty/tribute.
  96. Steal a large amount of people or beasts for an ungodly sacrificial rite.
  97. Simply steal as much material wealth as possible.
  98. Assassinate a local leader, important person or gang rivals.
  99. Make an entire rival gang sick and weakened.
  100. Take control of a local graveyard and dredge it for foul material and extort visitation and burial fees.


 What’s the gang’s culture?
  1. Overzealous with the administration of violence.
  2. Protects the less fortunate in the suburb.
  3. Leave valuable offerings as calling cards with victims, killed or otherwise.
  4. Will always capture enemies, rather than kill them.
  5. More like an army than a gang, very regimented and rife with punishment.
  6. Everyone in the gang looks eerily similar, perhaps through augmentation or masks.
  7. All members are high on some pleasure causing dust.
  8. Members are in some way brainwashed by a mysterious quasi-religious leader.
  9. Members can read each other's minds.
  10.  Rooftop gang, all members have sworn never to touch the ground ever again.
  11. Gang is a small council of incredibly powerful individuals.
  12. All gang members are clones or automatons.
  13. Gang is constantly recruiting new members, regardless of their credentials.
  14. All gang members have a horrific curse.
  15. Gang is blatantly obvious in their deliverance of crime.
  16. Gang has their own personal godlet, a minor deity of a specific of crime.
  17. Gang works out of a roaming, rattling carriage, drawn by impressive beasts.
  18. Gang has no leader, is more of an anarchic-commune with crime as its basic form of income.
  19. Gang members always creep and whisper, sticking to the shadows.
  20. Gang is an utter pariah, even to other gangs, having committed some vile transgression in the past.
  21. Gang members never allow themselves to be seen, always sending envoys or covering/disguising themselves completely  
  22. Incredibly up front and honest about their nefarious plans.
  23. Very petty and shallow minded, only can see the smallest of prizes right in front of them.
  24. All gang members are sick with some terminal illness, making them incredibly desperate.
  25. Gang is very weak, will disperse and crumble with the slightest provocation.
  26. Gang’s equipment is constantly breaking, as is their resolve.
  27. Gang is only concerned with wealth of the mind, deals only in information, secrets, etc.
  28. Gang members are all undead, probably under the sway of necromancer leader.
  29. Gang members always employ slaves, servants, beasts and golems to do their dirty work.
  30. Some ancient and horrific force has reawaken in the gang’s base and claimed leadership of the gang.
  31. Obsessed with ostentatious displays of material wealth.
  32. Every gang member must record all happenings in a note book of sorts, which is collated into a larger text.
  33. Gang always overplans everything to the extreme.
  34. Gang has an inexhaustible amount of material wealth.
  35. Gang members are all wizards or inherently magical in some manner.
  36. Gang has an obsession with bones and skeletons.
  37. All members must make some ritual sacrifice before conducting any gang related activity.  
  38. All gang members operate in pairs of lovers. The criminal pair being inseparable.
  39. Gang is incredibly lazy, barely does any work or jobs.
  40. All gang members talk a big game, telling lies and tall tales, but can only back up a fraction of their claims.
  41. Cruel and vindictive to all non-gang members.
  42. Only takes on the biggest, meanest and most criminally fit members.
  43. All members are ever swigging some liquid, possibly a fey drink they are addicted to.
  44. Gang is run by a very strict code of conduct and rule book.           
  45. Must steal something from every being they interact with.
  46. All members are fastidiously clean, to the point of obsession.
  47. Each gang member is accompanied by several trained slave fighters, often chained.
  48. Gang members freely supply highly addictive and destructive dust to all those they meet.
  49. Gang sees themselves as morally upstanding, that everyone else is wrong and immoral.
  50. All gang members are somehow seriously indebted to the gang leader.
  51. All gang members are constantly on the hunt, stalking the street for prey.  
  52. The gang’s membership is so large they have become a suburb wide nuisance.
  53. Gang refuses to communicate in any way with outsiders.
  54. Gang members are always riding some form of fearsome beast.
  55. Gang members are all starving cannibals.
  56. All gang members conduct themselves in an eerily calm manner.
  57. Gang members all take an oath to never harm, injure or kill another living being.
  58. Gang members are all horribly mutated.
  59. Gang members are constantly duelling one another to climb the ranks of the organisation .
  60. Gang fails at everything they attempt to do, often with fires, explosions and much violence.
  61. Gang loves to set as many things on fire as possible. Always carrying dangerously excited lanterns and torches and nearby a bonfire.
  62. Must do everything with bombs. Everything must explode some how.
  63. The gang currently has no leadership, it’s a chaotic mess of betrayals and double crosses.
  64. The current gang membership is the inglorious remnant of a historically powerful organisation.
  65. The gang ensures it double crosses and then destroys all those it deals with.
  66. Too many gang members, too many leaders. Members who have been in the gang even the smallest amount of time get allocated new recruits to boss around.
  67. Gang will always have dozens of hidden lookouts, monitoring every interaction that occurs in their territory.
  68. Gang is also a doomsday cult, and is convinced the end times are at hand.
  69. Gang is incredibly shadowy and mysterious. Often only communicating through notes, cryptic messages and intermediaries.
  70. Gang is hyperactive to the extreme, always running to the next hare brained scheme or quickly trying to mug people as they get to the next job.
  71. Every being in the gang is gigantic.
  72. All gang members are monsters, probably mutated to an extreme.
  73. All gang members are giggling and cruel tricksters.
  74. Gang employs the use of massively oversized weaponry and tools.
  75. Gang regularly subjects the general public to scenes of gross horror and terror.  
  76. Gang members seduce all those they work with, through dust, mutations and spells.
  77. Gang is currently and actively recruiting as many new members as they can get.
  78. Two factions have recently formed in the gang, there is simmering tension that often erupts into open violence.  
  79. Gang members are incredibly sensual, constantly eating, touching, drinking and copulating.
  80. Gang never leaves dark places, always dwelling in the sewers and alleyways out of the sight of light.
  81. Gang members are always disguised, as either someone or something else.
  82. Gang is ever burrowing deeper and deeper underground, often through long forgotten basements, tunnels and sewers.
  83. All gang members are tough as nails, wrapped up in heavy armour and armed to the teeth.
  84. Gang is haunted by demons, devils and ghosts, often to their benefit, sometimes to their detriment.
  85. Gang has some enormous tree, fungus, weed or animal at the centre of their criminal cult.  
  86. Gang is actually a religious order in disguise.
  87. Gang members are all feasters, loving to eat, and hugely obese.
  88. Gang members are all soulless, some interdimensional tragedy befalling them.
  89. All gang members are ancient, perhaps living for ever or just taking up crime later in life.
  90. Members obsessed with clocks, time and watches, ever wearing them and recording the time of different comings and goings.
  91. Gang members are always causing others pain at every opportunity, stabbing, slashing, biting, etc.
  92. Gang is in the throes of a bloody vendetta war with another gang.
  93. Some great bestial demon lurks at the pit of the gang, enthralling and motivating them onto greater bloodshed.
  94. Gang must quench any other groups operating in the area, they must be monopolistic and supreme.
  95. All gang members love the feeling of being hurt, driving them on in combat and in reckless acrobatic manoeuvres.
  96. Obsessive kleptomaniacs, constantly thieving.
  97. All gang members are handy shadowsmiths, always having the shadows wrapped around them.
  98. All gang members are given a terminal and contagious illness at initiation.
  99. All gang member’s equipment is beyond shoddy, broken down and falling apart.  
  100. Gang has an obsession with death, in their uniforms and adornment, and in their actions.