Tuesday, 20 August 2019

The d6 Factions of Frozen Skull

What is frozen skull? 

A suburb in Infinigrad: 

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

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

d6 Factions of Frozen Skull: 

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

Friday, 2 August 2019

The Collected Infinigrad and Guild Dogs Posts Collection

What follows is an indexed collection of extant Infinigrad and Guild Dogs Blog Posts. Enjoy! 
This has been compiled in celebration (?) of my recently launched "City of Infinigrad" Patreon, an attempt to further explore and document the city of Infinigrad. That patreon can be found here: https://www.patreon.com/infinigrad 
The City of Infinigrad: 
Infinigrad Suburb Generation: 
Guilds and Jobs: 
Job Generator (superseded by "The Blasphemous Roster"): https://lizardmandiaries.blogspot.com/2017/08/guild-dogs-job-generator.html 
Gangs of Infinigrad: 
Shopping in Infinigrad: 
Infinigrad Locations: 

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

Miscellaneous Tools: 
NPCs and Beasts: 

Wednesday, 31 July 2019

Shopping in Infinigrad, Part 4: d100 Large Trade Goods

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

(P.S: If you like Infinigrad stuff considering checking out my newly opened Patreon: https://www.patreon.com/infinigrad)

d100 Large Trade Goods: 

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

Saturday, 29 June 2019

Shopping in Infinigrad, Part 3: d100 Weapon Mutations

This d100 table is designed to differentiate between the stock of weapon sellers, giving reason and interest to visit on merchant over another. A merchant could specialize in one weird type of weapon, or perhaps several mutated items of stock. Alternatively you could use the table to generate minor magic items.

Consult the posts below to work out what the deal is with the merchant selling these weapons:


In my game weapon damage is determined by the person wielding said weapon, though each major weapon type has it's own peculiarity, noted below:
Dagger: Damage die is lessened by 1 (ie, a d6 becomes a d4), but can attempt a second attack a round with Disadvantage.
Sword: + 1 damage against foes in armour lighter than medium.
Mace/Club: +1 to hit against foes in armour medium and heavier.
Axe: Damage  die is increased by 1 (ie, a d6 becomes a d8), automatically fails initiative tests (always take action after opponents).
Pole Weapon: First attack when entering combat is tested with Advantage and does double damage, once engaged with a foe in melee combat all attacks are rolled at Disadvantage (unless the inherent unwieldiness of the length of the weapon is overcome).
2 handed: Already has rules in “The Black Hack”. Use them.
Sling: Ranged, damage die is lessened by 1 (ie, a d6 becomes a d4), can concuss appropriate un-helmeted targets for d4 rounds by making a successful attack at Disadvantage. Concussion attacks do no damage.
Bow: Ranged.
Crossbow: Ranged, damage die is increased by 1 (ie, a d6 becomes a d8). Once fired, a round must be spent reloading the crossbow before it can be fired again.

For more weapons, possible for sale by merchants try these: https://lizardmandiaries.blogspot.com/2017/04/32-vaguely-eastern-guild-dog-weapon.html

d100 Weapon Mutations: 
  1. Blade or point is oversized and massive, unwieldy but deadly. 
  2. Restores health to the wielder when it damages others. 
  3. Perfectly weighted with internal liquid metals to land precise blows. 
  4. Minimizes pain while maximising damage. 
  5. Weapons capture a tiny part of all those they injure. 
  6. Incredibly pleasurable to wield, especially when inflicting pain on others. 
  7. Can omit light on command, through either runes or encased radiation. 
  8. A simple psychic message can be transmitted to those wounded by the weapon. 
  9. Can float at will, following its owner. Cannot be wielded this way but is useful for transportation.  
  10. Weapons are particularly inept in the mundane physical world, but are impressive at damaging magical, theoretical and hypothetical entities.
  11. Weapon keeps itself eerily clean and sharp. 
  12. A variety of secret, or not so secret, compartments are interlaced throughout the weapon. 
  13. Weapon is magnetic in some way, not necessarily to metals, but more than likely attracting a more arcane or esoteric material. 
  14. Weapons are the retired arms of a feared, cursed and extinct martial guild. They are well feared but stigmatized.
  15. Weapons each have a conscious soul that slowly reveals itself through psychic communication the more death the wielder wroughts. 
  16. Made of recycled golem parts, often lending them an aspect of automation. 
  17. Blade or points are made of glittering, shimmering and mesmerising crystal of unmatched sharpness. 
  18. The parts of beasts are imbued within the weapon, teeth, bone and claw all wrap and splay menacing. 
  19. Can easily be thrown to cause ranged damage. 
  20. Weapon has tiny, automated limbs that allow it to automatically cling to the wielders body. Weapon can also trot along the ground of its own accord. 
  21. Compact and streamlined, very easy to conceal. 
  22. A hive of parasites live within the weapon, feeding from the pain, blood and suffering of those damaged by weapon. 
  23. Made of sharp, strong crystal. 
  24. Blunt, but effective at causing those damaged by them to lose consciousness. 
  25. Highly visible and threatening, the manifestation of a menacing threat.  
  26. Carved of bone and are haunted by the ghosts of their owners. 
  27. Incredibly cheap but dull and break very easily.  
  28. Weapons are an organic life form that fuses with the wielders body, adding to their effectiveness but dangerous to remove.  
  29. Weapons are the discarded implements of a forgotten cult, using them vivifies a dormant deity.  
  30. Come with a lizardskin sheath or case that imbues the weapon with toxin.
  31. Gilded and encrusted with gems, possibly fake. 
  32. A lurid display of rainbow coloured metals and technicolour dyes. 
  33. Inlaid with living eye/s and can be wielded remotely through the concentration of the user’s mind power. 
  34. Records the death sounds made by those slain by the weapon. A mechanical mouthpiece can replay these at will.  
  35. A molten core can be fed gems to empower and invigorate the weapon. 
  36. Weapon absorbs the blood of those damaged by it, which reddens its blade over time. 
  37. Tiny preserved monsters are encased in the weapon, haunting it with unnatural power. 
  38. Weapon is particularly thin and spindly, excellent for puncturing internal organs but ineffective at general wounding. 
  39. A small sacrifice is required to be made to the weapon each day or its effectiveness is limited. If ritual observed, it is effortlessly deadly.  
  40. Made of living materials, the weapon takes on a feature of the more significant beings it slays. 
  41. Weapon blesses its wielder when they use it to slay a being.  
  42. Weapon only allows itself to be wielded by those it judges as worthy. 
  43. Grudge bearing weapon that does extra damage to any being that injures its wielder. 
  44. Will not damage targets of a certain alignment, but will do double damage to targets of another alignment. 
  45. Amalgamated components of once destroyed weapons, combined into an ugly but effective whole.   
  46. Made of a caustic solid that spreads burning, bubbling rot from wounds. 
  47. Employed with elaborate harness system that allows the weapon to be directly attached to the wielders body. 
  48. Cumbersome and heavy plated, but gives the wielder extra combat protection. 
  49. Excels at dispatching a specific beast or being, much less effective against other entities. 
  50. Designed to crack, break and dissolve armour and plating, much less effective against flesh.
  51. An overabundance of spikes, blades, points and other damage causing points. 
  52. Causes horrific mutilation when it delivers major wounds. 
  53. Using the weapon causes permanent marking or branding to the wielder. 
  54. Cuts through flesh like a hot blade through butter, but is incredibly effective against armour. 
  55. Replete with decorations of a certain beast or monster. Imbues the wielder with a certain aspect of that which is pictured. 
  56. Weapon is a warped combination of two major weapon types. 
  57. Weapons have been harvested fully grown from some mutated weaponcrop producing flora. 
  58. Can be somewhat reshaped to suit the wielders needs. 
  59. The spirit inhabiting the weapon refuses to allow the weapon to be used in violence unless in self defense. 
  60. Weapon is dangerous to use, causing additional damage to targets but possible hurting its wielder 
  61. Spilling enough blood and killing enough beings with the weapon results in the birthing of a blood, pain or death golem. 
  62. Can easily be set alight for short periods of combat. 
  63. Equipped with a single, refillable, charge that can explode the tip of the weapon on command. 
  64. Cracks, breaks and crumbles targets struck. 
  65. A system of internal veins and tiny pipes allows the direct injection of implanted oils into those struck by the weapon. 
  66. Weapon can clawlike seize and hold targets.
  67. Has a multitude of blades or points, allow additional points of contact for damage. 
  68. Weapon begins to hum, mutter and vibrate unnervingly when it has too long not tasted blood.  
  69. Weapon is accompanied by a beast like familiar, either organic, golem or automaton. 
  70. Blade or edge terminates in sharp claws that allow the weapon to be implanted within target’s flesh. 
  71. Crafted in the likeness of a beast, the essence of that beast is imbued within the weapon (turtle for protection, shark for rending, bird for swooping, etc) 
  72. Once per day the weapon can make a copy of itself, which will disintegrate under the slightest of pressures. 
  73. Damage by the weapon is very hard to heal, the wounds caused by it slowly opening themselves after the fact. 
  74. Mutated things grow out of wounds caused by the weapon unless treated. 
  75. Weapon is particularly adept at removing limbs. 
  76. Incredibly sensual, curving and organic. Ribbons of toosoft silk flow from handles. 
  77. Weapon is connected to the wielder by a sturdy chain, allowing it to be swung, thrown and retrieved. 
  78. Weapon is very adept at breaking bones, but not as good at causing wounds. 
  79. A supply of bubbling liquid metal in the core of the weapon either inebriates or puts to sleep a target once a day. 
  80. Does more damage, but breaks very easily. 
  81. Made of some cursed ore dredged too deep from the earth. 
  82. Made of a hive of impossibly durable and slow moving beetles, allowing the slight transformation and modification of the weapon’s shape and function. 
  83. Blade, point and handle are all incredibly beautifully wrought and sculptured, each weapon a piece of art. 
  84. Runes and writing etched into the weapon, they are only visible/readable when drenched in blood, revealing a horrible secret. 
  85. Grotesque or diseased fruit grows out of all slain by the weapon. 
  86. Miniature portals to the lower depths open when a target is slain with the weapon. 
  87. The weapon grows, just a little, with each being it kills. 
  88. Weapon is doubly slow but doubly powerful. 
  89. Accompanied with a scroll that magically records the details of all those damaged/slain by the weapon. 
  90. Killing with the weapon either ages or makes younger the wielder. 
  91. Weapon is much more powerful when it slays in the presence of holy beings. 
  92. Causing damage with the weapon inflict pain upon the wielder. 
  93. Those struck by the weapon are inflicted with a very minor curse for a short period of time.. 
  94. A relic of order is housed within the weapon, making it effective against beings of chaos. Or vice versa.  
  95. The shadow of the weapon can also cause damage. 
  96. Those slain by the weapon experience a final death, no resurrection or rebirth possible. 
  97. Must destroy other weapons, or rots away in usefulness. On breaking another weapon is imbued with additional power. 
  98. Will magically pilfer items of minor value from attacked target. 
  99. Weapon looks like a destroyed wreck, but is actually quite effective. 
  100. Spreads disease, all those struck with it risk becoming infected.