Showing posts with label Guild Dogs. Show all posts
Showing posts with label Guild Dogs. Show all posts

Saturday, 19 August 2023

The Infinigrad Weird City Toolkit in PDF - Coming soon!

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

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

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

Should be out soon! 

Enjoy some images from the pdf: 







Thursday, 20 July 2023

Epsilon Infinigrad Suburb/Street Stocker and Mapping

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


Example Map

Building stocking table: 

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

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

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

Automated Tables: 






Tuesday, 20 June 2023

House of Flay and Whittle, Fleshcrafting Guild

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

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

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

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


House of Flay and Whittle, Fleshcrafting Guild 

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

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

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

Armour

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

Weapons: 

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

Powers (For NPCs and Spell Laden Treasures): 

Spell Laden Treasures here require INT of 14 to use. 

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

Thing, d30 

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

Descriptor, d60 

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

Thing Desire, d10

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


Automated Generator: 







Tuesday, 6 June 2023

Guild Dogs Epsilon Edition: Automated Random Guild Dog Maker!

Want to make a Guild Dog for Guild Dogs Epsilon Edition but cant be bothered THINKING and ROLLING DICE?! Well, just go ahead and click the buttons below to make yourself one! 


Guild Dog Automated Generator: 















Friday, 2 June 2023

Protectors of the Effigies (Beetlemen Broodhouse Generator)

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

Building on this method of room generation: https://lizardmandiaries.blogspot.com/2023/04/the-old-imperial-factory-star-dogs.html

Suburb map/Broodhouse location 

Protectors of the Effigies: 

A brood of beetlemen warriors, their thick carapace just hiding an interior of translucent jelly. They wear the chitinous remains of their fallen siblings as talismans. They hunt with organic, grown spears, often poisoned and have a supernatural ability to locate prey (conjecture assumes this ability comes from thrumming interior jellies). They protect and guard the ancient statues of snailbeasts across the suburb. They also have contracts of defence and security with several buildings in the suburb. Non beetlemen are strictly forbidden from entering their broodhouse - home of their birthing jelly hives. Nondescript flesh feeds and grows their hives. 


NPC Suggested Statistics: 

  • Level: 1 - 6 / (d6) 
  • HP: 5 x level 
  • AC: 8 (Jelly) - 18 (Heavy chitin) / (d8+10) 

Weapons: 

  • Thrumming Chitin Spear: d6 + 1 for each DEX AND STR value above 15, + double Level To Hit, can attack targets from a distance deemed appropriate by the Referee, 50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Stinger: d6 + 2 for each DEX value above 15, + double Level To Hit, +Level damage to targets in armour lighter than medium,  50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Great Sword: d10 + 1 for each DEX AND STR value above 15, +double Level To Hit, +Level damage to targets in armour lighter than medium,  50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Stinger Bow: d6 + 1 for each DEX value above 16, + Level To Hit, can attack targets from a distance deemed appropriate by the Referee, Reloading requires a successful DEX action,  50% chance of breaking after a combat if not used by a beetleman  

Powers (For NPCs and Spell Laden Treasures): 

Beetleman Spell Lade Treasures require WIS 14 to use. 

  • Healing: Increase a target’s HP by d8 + 1 for each WIS value above 16, level, level times a day.
  • Regeneration: Grow back a target’s limb, each WIS value above 16 times a day.
  • Hivemind: Hearing a visual target’s thoughts, level times a day.
  • Battle Poison: Apply poison to your next successful attack, causing d8 + 1 for each WIS value above 16 damage for d6 combat turns, level times a day.
  • Bug Empathy: Give a single/group of insects (equal/under your level) a simple command, level times a day.
  • Sensor: Know where a target is you have smelt the pheromones of, level times a day. 

Exploring the Broodhouse: 

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

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

Room Size, d6 

  1. Tiny
  2. Small
  3. Medium
  4. Big 
  5. Oddly big (roll two shapes and combine) 
  6. Huge 

Room Shape, d6

  1. Square 
  2. Rectangle 
  3. Triangle 
  4. Circle 
  5. Half Circle 
  6. Cross  

Number of Doors, roll a d6 but only Huge rooms have more than four doors. 

Door Type, d6

  1. Open
  2. Open
  3. Open - Leads to stairwell 
  4. Locked 
  5. Open and trapped
  6. Locked and trapped 

Room stocking, d12

  1. Empty 
  2. Neutral npc/beast  
  3. Aggressive npc/beast 
  4. Group of neutral npc’s/beasts 
  5. Group of aggressive npc’s/beasts 
  6. Aggressive great beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine. 

Thing, d30

  1. Hive 
  2. Hatchery 
  3. Training cell 
  4. Feeding vat 
  5. Meat storage 
  6. Sacrifice pool 
  7. Jelly shrine 
  8. Jelly womb
  9. Rejuvenation pool  
  10. Memory jelly 
  11. Egg 
  12. Grub 
  13. Larva 
  14. Beetle 
  15. Chitin Husk 
  16. Blade brutebeetle  
  17. Mandible brutebeetle  
  18. Spear hunterbeetle  
  19. Barbsting hunterbeetle 
  20. Winged spearbeetle 
  21. Priestbeetle 
  22. Snailbeast idol 
  23. Chitin plates 
  24. Jelly flesh 
  25. Chitin horn 
  26. Chitin talisman 
  27. Jelly cluster 
  28. Jelly tube 
  29. Slime puddle 
  30. Flesh column

Descriptor, d60 

  1. Claw 
  2. Mandible 
  3. Shell 
  4. Insect wings 
  5. Jelly 
  6. Eggs 
  7. Slime 
  8. Antennae
  9. Husk fossils 
  10. Pink mist 
  11. Red mist 
  12. Blood rain 
  13. Slime shadows 
  14. Holy 
  15. Ancient 
  16. Huge 
  17. Enveloping 
  18. Sacrificial
  19. Priestly 
  20.  Vomiting 
  21. Compound eye 
  22. Fur 
  23. Blood 
  24. Meat 
  25. Flesh 
  26. Bone 
  27. Chitin 
  28. Claw 
  29. Hivemind 
  30. Regeneration 
  31. Regrowth 
  32. Poisoning 
  33. Talismanic 
  34. Enruned 
  35. Graven 
  36. Hungry 
  37. Pink 
  38. Black 
  39. Purple 
  40. Iridescent 
  41. Red 
  42. Maggot ridden 
  43. Rotten 
  44. Organic 
  45. Curved 
  46. Sharp 
  47. Hard 
  48. Flowing 
  49. Dripping 
  50. Scuttling 
  51. Stabbing 
  52. Impaling 
  53. Burrowing 
  54. Chittering 
  55. Blood sucking 
  56. Crawling 
  57. Flying 
  58. Heavily armoured 
  59. Far sensing 
  60. Precise sensing 

Thing Desire, d10

  1. Meat 
  2. Worship of snailbeast 
  3. Protect the jelly memory 
  4. Protect the larva 
  5. Find new genetic memory for the jelly hive 
  6. Venerate the ancients husks 
  7. Prove self in combat to brood 
  8. Prove self in hunting to brood 
  9. Grow own jelly fat 
  10. Rest in slime bath 

Automated Stocker/Generator: