Thursday, 28 February 2019

Shopping in Infinigrad, Part 2: d100 Small Trade Goods

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

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


d100 Small Trade Goods:

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


The Nautilus Shrine (30 Minute Dungeon)

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

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

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




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

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

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

Stairs of whitestone.

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

Stairs of whitestone

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

Stairs of whitestone

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

Damp stairs of pearl.

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

Damp stairs of pearl

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

Damp stairs of pearl.

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

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

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

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

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



Draft:

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

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

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

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

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

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

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

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

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

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

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

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


Monday, 25 February 2019

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

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

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

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

Get it here: 




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

Monday, 28 January 2019

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

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

The Angel's Burial Ground: 

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

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


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.