TEXT: 1 
   The  
  Angel’s  
  Burial   
  Ground 
   
  A Suburb of Infinigrad 
  By Michael Raston 
  
  2 
   
  The Angel’s Burial Ground, A Suburb in the City of Infinigrad.  
  The Angel’s Burial Ground is a converted sanatorium, sprawling alongside one of the last 
  remaining mountain ranges of Infinigrad. Towers of multi-coloured marble, smooth finished 
  and organic. A multitude of arches, round doors and windows. Populated with angels, a 
  raceoid fond of high places and clear air.  
  The suburb’s famous whispering winds bring messages from the gods.  Pray and ask for 
  guidance in high places here and you may hear a reply. Eons ago, patients and doctors alike 
  would plead with the winds for cures. Winds can be violent though. Many have been sent 
  over the edge and into oblivion while in prayer. 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 and crystal coated corpses 
  of long dead angels. When death comes for angels their bodies are submitted to secret 
  rituals 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.  
  
  3 
   
  A note on Infinigrad:  
  Infinigrad roils over a corrupted and mutated plane of 
  intersecting multiverses. It is a city limitless in size and 
  inhabited with legions of different beings. It lacks anything 
  resembling a central government or police force. Powerful 
  groups within each suburb decide upon what is permissible 
  and enforce their will through force of arms. The Angel’s 
  Burial Ground is one of the uncountable suburbs of 
  Infinigrad.   
   
  A note on Angels: 
  Infinigrad angels are divorced from the religious and 
  sacred aspect that many earth-based cultures imbue them 
  with. The city’s too long inhabitation has led to many 
  diverging species of humanoids, known as raceoids. Angels 
  are simply men with wings and features annoyingly good 
  looking. Their contemptuous and beautiful sneers enrage 
  most that look upon them.  
  A note on Dust:  
  Dust is a catchall term for narcotics in Infinigrad. Most 
  commonly, “dust” refers to alchemical compounds 
  crushed into a powder. Less commonly, it may refer to 
  intoxicating organic materials such as herbs and 
  mushrooms. Imbibing takes a multitude of forms, but is 
  most often smoked. Effects are incredibly varied; from 
  soothing calm, to the transportation to different planes of 
  existence 
  A note on HD: 
   
  I tend to randomise the HDs I give to NPC beings in my 
  game. As such the HD notation for these beings is 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.  
  Further:  
   
  When any attribute saves are needed for NPC beings 
  in my game I will roll 3d6 to determine their attribute 
  value at that point in time. Some beings I roll a 
  simple 1d6 for if it seems appropriate for them to be 
  especially weak in a certain attribute (or a higher 
  amount of d6 if the opposite is true).  
   
  Random NPC beings generally get given d4HD@d6 
  (random civilian angels for example).  
  Notes  
  Map, Writing, and Layout is by Michael Raston  
  All art used is public domain.  
  
  4 
   
  Table of Contents 
   
  Introduction, page 2.  
   
  Notes, page 3.  
   
  Local Population, page 5.  
   
  Suburb Map, Page 8 and 10.  
   
  Landmark list, Page 9.  
   
  Building list, page 11.  
   
  Landmark Descriptions, page 12. 
   
  Building Descriptions, page 14.  
   
  Random Encounter and Reaction Tables, page 23. 
   
  Rumour Table, page 24.  
   
  Quest Generator, page 25.  
   
  Bone to Pick and Random name Tables, page 26.  
   
  Angel Visual Quirk Table, page 27. 
   
  Building Interior Mapper, page 29. 
   
  Building Interior Stocker, page 30.  
   
  NPC Relationship Table, page 31.  
  Using this PDF: Underlined text in the Random Encounter Table is hyperlinked to the appropriate page. 
  There is also several links to pages of my blog (treasure and augmentation generation), as these tools would 
  be too large to fit in the PDF. Wherever you see the map icon or underlined “Random Encounter Table” 
  text, click on them to return to the main map/random encounter page. 
  
  5 
   
  Neutral inhabitants:  
  The vast majority of the suburb’s population belong to the 
  angelic raceoid.  
  Common 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. Give them a name, and a random visual quirk.  
  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 earpieces of their bulbous headgear. A 
  very thin slit allows vision. Lightweight robes of chainmail covers their bodies. 
  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 things 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 lives.  
  Storm Angels: Wild angels that roost in the purple mountains of the suburbs. 
  Their burning blue eyes often surge and spark 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, to be 
  struck by lightning as much as possible.  
  Local Population  
  Random Encounter Table.  
  
  6 
   
  Dangerous inhabitants:  
  The Scaled Men: Ancient humanoids, devolved from humans, covered in 
  thick layers of black and grey scales. They have cruel hooked beaks and too 
  long clawed fingers. They 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 covering 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 granting 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 all others. Some scaled men 
  have progressed over thousands of years to become half or whole fish. Others 
  have grown enormous with their undying affliction. They lurk within the waters 
  of the mountains.   
   
  Random Encounter Table.  
  
  7 
   
  Two Angelic Gangs also prowl the suburb.  
  The Diggers: Pale skin drained of colour, blue veins clearly visible, aristocratic 
  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 facemasks, wings dyed an electric 
  green, gold hued bronze chest plates and chainmail skirts (AC 15) and 
  gleaming flamberge (d10).  
   
  Beneath their all-covering armour, members of The Keeper of Secrets 
  are infected with spreading scales. They are utterly ashamed and have 
  taken vows of silence to ensure this remains a secret.  
   
  Their nameless leader has found a cache of healing dust that keeps the 
  scales at bay. This is used 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 saw off their beaks when they 
  develop. This ensures they can continue wearing their facemasks. It also 
  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.   
  Random Encounter Table.  
  
  8 
   
  Suburb Map 
  
  9 
   
  Landmarks 
  The Stairs of Silk,  
  p. 12. 
  The Bridge of Healing,  
  p. 12. 
  The Foul 
  Scale Lake, 
  p. 12. 
  The Stairs Down the Mountain, p. 13.  
  The Stairs of Light, 
  p. 13.  
  The Healer’s 
  Statue, p. 12. 
  The Purple 
  Mountains / 
  The Purple 
  Crags of the 
  Storm Angels / 
  Storm’s Roost, 
  p. 13.   
  
  10 
   
  Suburb Map 
  
  11 
   
  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.  
  Buildings 
  1. The Burial Tower Most Devine, 
  p. 14.   
  2. The New Bathhouse, p. 14. 
  3. The Tower of Wind, p. 14.  
  4. The Old Bathhouse, p. 14.  
  5. The Tower of Miracles, p. 15. 
  6. The Red Dusterium, p. 15. 
  7. The Tower of Coin, p. 15. 
  8. Herex’s Marble Works, p. 15. 
  9. The Garden Tower, p. 16.  
  10. The Crystal Fortress, p. 16. 
  11. The Giant’s Box, p. 16. 
  12. Manse of The Half There One, 
  p. 17. 
  13. The Church of Sparks, p. 17. 
  14. Angel Tree Housing, p. 17. 
  15. The Blue Tower, p. 17. 
  16. Sebax’s Cauldrons, p. 18. 
  17. The Tower of Ill Winds, p. 18. 
  18. Mountain’s Edge Smithy, p. 18. 
  19. The Tower of Ore, p. 18. 
  20. The Black Temple, p. 19, 
  21. The Tower of Mass, p. 19. 
  22. The Walls of Suffering, p. 19. 
  23. The Tower of Storm, p. 20. 
  24. Vertranois’s Supplies, p. 20. 
  25. The Road House Apartments,  
  p. 20. 
  26. The Wreck, p. 20, 
  27. The Octopus Pool, p. 21. 
  28. Hotel Elysium, p. 21. 
  29. The Junk Hut, p. 21. 
  30. Porb’s Warehouse, p. 21. 
  31. The Blue Flowers Dustery, p. 22. 
  32. The Tower of Beds, p. 22. 
  
  12 
   
  Landmark Descriptions 
  The Stairs of Silk:  
  Once white marble public staircase hundreds of stairs high and 
  wide enough for six men. The huge bannisters are carved as 
  flowing cloth and curtains. Great holes are bored into these 
  bannisters where black iron chains are hung. 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 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 (AC 14, d6HD@d6, Claws: 
  d4 x 2) lurk on the bridge, glaring at passer-by’s.  
  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 lake, trapped in their iron cage is 
  an entire town of Scaled Men (AC 14, d6HD@d6, Claws: d4 x 2). 
  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 Healer’s Statue:  
  A three storey colossus, the cage of Foul Scale Lake wrapped 
  around its ankles. The figure of a masked doctor, medical tools 
  in one hand, screaming infant in the other. Base is crawling 
  with d10 Scaled Men Men (AC 14, d6HD@d6, Claws: d4 x 2).  
  Random Encounter Table.  
  
  13 
   
  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. 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 Stairs of Light:  
  A dark purple, marble public staircase hundreds of stairs high and 
  wide enough for four men. The railing is lined with tens of ornate 
  lightning contraptions, sparking energy and lighting the way. 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 Purple Mountains / The Purple 
  Crags of the Storm Angels / Storm’s 
  Roost:  
  A miniature mountain range of purple stone 
  and thin, 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).   
  Random Encounter Table.  
  
  14 
   
  Building Descriptions 
  1) The Burial Tower Most Devine (6-storey graveyard): Gaudily decorated corpses of 
  muscular and armed angels line arched-column entry. A scintillating dustfog billows 
  out of the upper storey windows.  
   
  Lower storeys devoted to storage of angel heroes of the past, guarded by 
  Halfhere Angels. These are the bodies of history’s most important angels – 
  treasures in corpse form.  
   
  Upper storeys are ritual chambers for the preservation of angel corpses. 
  Euxalis the Treator, a halfhere angel wearing a suit of armour like a flowing 
  steel robe, oversees operations.  
   
  Mystical chemicals are well stocked and protected throughout the building.  
  2) The New Bathhouse (5-storey hotel): Blocky green marble building, decorated with 
  faux-carved tree branches.  
   
  Converted medical supplies warehouse. Ancient bathtubs serve as beds, lining 
  the cavernous rooms of the hotel.  
   
  Bardox, an angel, runs the hotel. He devotes the top floor to stockpiling 
  untreated dead angels. He sells these to Halfhere angels whenever he is low 
  on gold.  
   
  Bardox serves ancient dust serums scavenged from the building to help guests 
  sleep (sometimes forever).  
   
  An unexplored basement exists beneath the hotel, stocked with ancient 
  medical technology. Members of The Diggers are here, willing to killrob 
  anyone who interrupts their spelunking. 
  3) The Tower of Wind (8-storey air utility): Wall-less tower devoted to the whispering 
  winds of the suburb. Stairs, 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. The higher up the tower one goes, the wealthier the 
  pilgrim they encounter. 
   
  Top floor is filled with wealthy merchants and princelings accompanied by 
  their retinues. 
   
  A contingent of The Protectors of the Wind ensures the sanctity of the tower 
  is maintained.  
  4) The Old Bathhouse (2-storey gang occupation): The walls of this decaying bathhouse 
  are conspicuously bereft of angel corpses. Some are smashed to pieces nearby the 
  entryway. 
   
  Clubhouse of The Diggers. Bottom floor is devoted to makeshift dirt graves 
  of deceased angels. In the filth, gang members inject 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. He babbles stories of treasures 
  hidden around the suburb. The Swimmer hoards a cache of powerful ancient 
  empowering dust. 
  Random Encounter Table.  
  
  15 
   
  5) The Tower of Miracles (7-storey surgery): Cloudy white marble tower, sealed tight 
  with iron doors and barred windows.  
   
  Storehouse of ancient sanatorium medical knowledge.  
   
  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 sick and injured visiting to the tower. Patients are 
  interrogated through a slit in the iron front doors before they are 
  admitted. No guarantee is given.   
   
  Upper levels of the tower are replete with medical marvels from eons 
  ago. Valuable books are locked behind cages, guarded by a contingent of 
  The Protectors of the Wind.   
  6) The Red Dusterium (4-storey library): Red marble building, decorated with 
  smiling gargoyles.  
   
  Library, open to the public but patrolled by The Protectors of the Wind. 
  Filled with books documenting every medicinal or recreational dust. 
  Books written in an ancient language - most books have not been 
  translated.  
   
  Huge spectacled angel Hippox leads translation team. She currently 
  requires samples to accelerate her work. She suspects these samples to 
  be hidden in the basement of Building 2.  
  7) The Tower of Coin (8-storey bank): Imposing and rotund black marble 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. The black columned 
  entry chamber is the only space open to the public. Here angels behind 
  black alters receive deposits for the vaults upstairs.  
   
  Cagx the Eyeless runs the bank, and is always willing to exchange secrets 
  for gold in his unlit office. Additionally, Cagx is always on the lookout 
  for an investment opportunity.  
  8) Herex’s Marble Works (7-storey workshop). Silver and gold veined white marble, 
  reinforced with curved metal arches. Clouds of white dust billow from windows.  
   
  Herex the Planner, a tame storm angel, oversees workers constructing 
  plinths and decorations for angel corpses. They work with 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.   
   
  Random Encounter Table.  
  
  16 
   
  9) The Garden Tower (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, halfhere angel. She 
  has complicated metal hands, with needle fingers, 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 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) The Crystal Fortress (4-storey small trade Goods): Out of place circular, semi-
  crumbling and squat limestone fortress. 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 too.  
   
  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 sworls within the mushroom head of the 
  building. It spews out crystal clusters and is the source of mutation to the 
  building and inhabitants.  
  11) The Giant’s Box (1-storey dungeon entrance): A squat, square building. Rude blocks 
  of black stone, girded with rusted iron bars. Giants of decayed, hole-filled iron line the 
  walls, guarding a rust encrusted door (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. It is 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 the 
  suburb of. Evidence of nefarious experimentation upon the Sanatorium’s 
  ancient 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. 
  Random Encounter Table.  
  
  17 
   
  12) Manse of The Half There One (2-storey temple): Endless opaque drapery hangs 
  from long balconies. Open arches replace walls, more drapery billowing between 
  them. 
   
  This temple to The Half There One opens up from enormous 
  balconies to an impressive view of the city below.  
   
  There exists two versions 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, each building 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 at this time. 
   
  The High Priestess Libana, halfhere angel, is often seen floating through 
  walls, her eyes constantly streaming ectoplasm.  
   
  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. 
  Anything stolen from the temple has the annoying habit of fading out of 
  existence after d6 days.  
  13) The Church of Sparks (3-storey store of magical/useful miscellanies): White marble ex-
  church, ostentatious arches and spires. Once a home of a long forgotten deity. Surges of 
  lightning sporadically run along the columns of the exterior.  
   
  Lightning powered contraptions (lights, item carriers, gauges, sensors and other 
  novelties) for sale, 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) Angel Tree Housing (10-storey residential): A treelike formation of angel corpses 
  exquisitely lines the exterior of this green marble tower.  
   
  Inside, rows of apartments in disrepair are populated by angels who work in 
  the surrounding suburb.  
   
  An infestation of ghostly figures wafts through the walls 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) The Blue Tower (10-storey useful miscellanies store): Blue marble tower, chipped and 
  crumbling, displays of ancient, rusting weapons bolted to the walls.  
   
  For sale here are healing dusts and powerful hypodermic doses with the ability 
  to bring back the recently deceased. These have been scavenged from around 
  the sanatorium.  
   
  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 of ruined marble and wood.  
  Random Encounter Table.  
  
  18 
   
  16) Sebax’s Cauldrons (2-storey trade goods store): Rotting and rusted glass and iron 
  contraptions hang from the second storey of this purple stone building. The 
  contraptions are linked by webbings of thick gold cabling.   
   
  Cauldrons, mortars and pestles, of all, colours, material and size are sold 
  here. They are 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) The Tower of Ill Winds (6-storey magical utility): Obsidian tower with gutted of walls. 
  Stairs, balconies and open chambers proliferate up its skeletal form. The tower’s 
  squirming, writhing curves 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) Mountain’s Edge Smithy (3-storey workshop of physical labour): Squat, square 
  building of light orange marble, replete with crumbling faux foliage carved into 
  exterior. Scent of worked metal and grease wafts in air and clanging can be heard 
  drifting from 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.  
   
  Prototype magic weapons and armours are squirrelled away throughout the 
  building.  All products of Satrex’s creative smithing.  
  19) The Tower of Ore (8-storey utility resources): 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 around the huge chambers of the building.  
   
  Grand staircases 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 the mines. They are mindless from years of 
  darkness. 
   
  Viazor the Ancient, angel, oversees security of this 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 
  8
  th storey. 
   
  Random Encounter Table.  
  
  19 
   
  20) The Black Temple (5-storey gang occupation): 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 dark windows and 
  arches.  
   
  The wingless, armoured and infected angels of The Keepers of Secrets 
  jealously guard the deathly calm of their building – attacking any who 
  causes disorder nearby.  
   
  Inside many dozens of the gang membership pore over documents (old 
  notes, maps and books) in total silence. 
   
  Somewhere inside, their leader holds ancient scraps with the scribbled 
  location of the cure to the spreading scales infection.  
  21) The Tower of Mass (10-storey augmentation store): Harsh, geometric tower of 
  dark grey marble. Large stripes of tarnished bronze are bolted to corners and 
  triangular arches. A man-high mound of discarded and largely useless medical 
  equipment rots 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.  
   
  Georgius’s store is a tangle of recovered sanatorium equipment, jury 
  rigged, cables and blood filled pipes running along the walls. These are 
  tuned to make Georgios stronger and larger.  
   
  Georgius has recovered/stolen, then hidden pieces of preserved corpse 
  from some of the biggest/most musclebound angels to have lived. He 
  incorporates matter from these corpse parts into his experiments.  
   
  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. Georgius views himself as the protective patriarch of the building.  
  22) The Walls of Suffering (5-storey order keeper occupation: Tan marble walls 
  infested with half embalmed angels, limbs, torsos or heads calcified to the 
  exterior. They are all dead or dying, the untreated parts of their body rotting. 
   
  Headquarters of The Protectors of the Wind. A large contingent guards 
  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.  
   
  Random Encounter Table.  
  
  20 
   
  23) The Tower of the Storm (10-storey temple): Tower of rough, bare and craggy purple 
  stone. 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 or resting and 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) Vetranois’s Supplies (5-storey food store): Black and red marble building, craggy, 
  smoky and imposing. A suspicious looking gaggle of rich angels titters nervously near 
  the entrance. These shuffle off if approached. 
   
  Vertranois The Corpulent, sells produce from the mountains. Winged 
  creatures, mushrooms  and hard berries are displayed on half empty shelves.  
   
  This is a front for Vertranois’s more lucrative business of selling fresh angel 
  flesh. 
   
  This cannibalistic delicacy has alleged invigorating properties. Dead angels 
  hang on hooks in ice filled upper rooms.  
   
  A devoted following of feasters streams in daily from Building 25.  
  25) The Road House Apartments (8-storey residential): Round, plump marble tower, 
  decorated with gilded carriages from another era. These are strung along the walls 
  with bronze cabling.  
   
  Lavishly decorated and roomy apartments are protected by a live-in 
  contingent of The Protectors of the Wind.  
   
  A high percentage of the all angel residents are portly to the extreme, 
  accompanied by an unnatural  porcelain white complexion. These angels are 
  committed 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) The Wreck (10-Storey Doctor): A corpse 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 (many from building 11). 
   
  Despite his appearance Agwa is a master healer of the humanoid form. He 
  will often provide this service without charge, simply revelling in the joy of 
  seeing a body set right.   
   
  Agwa needs ever more medicinal materials and will happily co-experiment on 
  those willing. 
   
  Random Encounter Table.  
  
  21 
   
  27) The Octopus Pool (1-storey entertainment venue): Squat, low hall of blue 
  marble. Curved to resemble the tentacles of an octopus, the head of which 
  emerges atop the building. Wet foot prints come and go from the cavernous 
  entrance.  
   
  Inside is a great green pool, lit and heated. Naked angels are receiving 
  massages from some groaning contraptions made to resemble a 
  levanthic octopus. Its skin is a slimy rubber.  
   
  The change rooms are replete with the discarded belongings of the 
  swimmers.  
  28) Hotel Elysium (6-storey bar): Pale-green marble tower that has been set alight 
  several times during its history. Many of the curving arches are chipped, broken, 
  or crumbling in heaps. Drunken angels of all types sit at marble tables spread 
  around the entry, jeering at scaled men behind the cage of The Foul Scale Lake.  
   
  A pink frothy beer is served here - 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, a 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 and opulent glory is preserved here.  
  29) The Junk Hut (1-storey ornamentation store): Round hut of wood planks and 
  marble chunks, leaning against building 28.  
   
  Heraculos, an angel covered in thick plates of metal (bizarre scavenged 
  armour of his own design), sells trinkets and jewellery fossicked from 
  around the sanatorium. 
   
  Most 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) Porb’s Warehouse (2-storey general supplies store): Ramshackle wooden shack 
  relying on the marble walls of building 31.  
   
  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. He loves them very much.  
   
  Random Encounter Table.  
  
  22 
   
  31) The Blue Flowers Dustery (3-storey Dustery): Domed building of red marble, 
  decorated with a twisting blue flowers. Inebriated angels stumble in and out of the 
  generous archways – dodging things that are not there.  
   
  A variety of smoking dusts are available, derived from boiled down medicinal 
  supplies. Large tables with inbuilt smokers seat 6.  
   
  Miniscule doses are doled out 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) The Tower of Beds (9-storey mercenary house): Storey high, 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.  
  Random Encounter Table.  
  
  23 
   
  d10 
  Neutral Encounters – Roll a d8 on the 
  d12 reaction table. 
  Aggressive Encounters – Roll a d6 on 
  d12 reaction table, skipping first 6 
  entries. 
  1. 
  Common Angel with a rumour 
  Scaled Men 
  2. 
  Common Angel with a rumour 
  Scaled Men 
  3. 
  Common Angel with a rumour 
  Scaled Men 
  4. 
  Common Angel with a quest 
  Diggers 
  5. 
  Protectors of the Wind with a quest 
  Diggers 
  6. 
  Protectors of the Wind with a bone to 
  pick 
  Keepers of Secrets 
  7. 
  Storm Angels with a quest 
  Keepers of Secrets 
  8. 
  Storm Angels with a bone to pick 
  Maddened Storm Angel 
  9. 
  Halfhere Angels with a quest 
  Maddened Storm Angel 
  10 
  Halfhere Angels with a rumour 
  Maddened Common Angel 
  Random Encounters 
  For random encounters, roll a d6. On a 1, the party experiences an aggressive encounter. 
  On a 2 or 3, the party experiences a neutral encounter.  
  d12 
  Reaction: 
  1 
  Kind and Helpful - will assist 
  2 
  Friendly and affable - will somewhat assist 
  3 
  Polite and pleasant -  leaning towards assisting depending on PC’s actions 
  4 
  Brusque yet  reasonable - reaction is dependant on PC’s actions 
  5 
  Undecided but calm - reaction is dependant on PC’s actions 
  6 
  Undecided but peeved - leaning towards attacking depending on PC’s actions 
  7 
  Cool, aloof and disinterested - may attack 
  8 
  Rude and impatient - willing to attack 
  9 
  Mocking and deriding - willing to attack 
  10 
  Vicious and spitting - wanting to attack 
  11 
  Threatening and aggressive  - wanting to attack 
  12 
  Bloodthirsty and attacking 
  Reaction Table 
  
  24 
   
  1. 
  A cache of untreated dead angels are at The Bathhouse – the halfhere 
  angels would be interested to know if this was true (building 2)  
  2. 
  There’s a trove of treasure beneath The Bathhouse (building 2)  
  3. 
  A pilgrim on the top floor of The Tower of Wind (building 3) is 
  travelling with a whole chest of gold and gems.  
  4. 
  The cure for any disease or ailment can be found in The Tower of 
  Miracles (building 5)  
  5. 
  A myriad of magic items (not to mention untold gold) is to be found in 
  The Tower of Coin (building 7). 
  6. 
  Fake angel corpses can be purchased at Herex’s Marble Works (building 
  8).  
  7. 
  Trees that live forever, and whose fruit can extend humanoid life the 
  same amount, can be found in The Garden Tower (building 9).   
  8. 
  A portal to another world can be found in The Crystal Fortress (building 
  10).  
  9. 
  People who break into The Giant’s Box (building 11) come back 
  changed, metamorphosed. One survivor of the building now haunts The 
  Wreck (Building 26).  
  10. 
  Wondrous gizmos can be purchased from The Church of Sparks 
  (building 13).   
  11. 
  Angel Tree Housing (building 14) is infested with gang members and 
  ghosts.  
  12. 
  Stutius the Scavenger is willing to part with a large amount of gold if 
  someone can cleanse his home, The Blue Tower (building 15), of Scaled 
  Men.  
  13. 
  Sebax the Fat’s staff of slaves are plotting to kill him. They know where 
  he hides away his vast amounts of wealth.  
  14. 
  The dark secrets of the multiverse can be heard at The Tower of Ill 
  Winds (building 17).  
  15. 
  Treasures can still be found in the abandoned mines beneath The Tower 
  of Ore (building 19). 
  16. 
  Wealthy cannibals live in The Road House Apartments (building 25), 
  supplied flesh from Vetranois’s Supplies (building 24).  
  17. 
  You can purchase dirt-cheap magic jewellery at The Junk Hut (building 
  29).  
  18. 
  If you need dirty deeds done dirt cheap, The Tower of Beds (building 
  32) is the place to go. It is also a nice place to sleep.  
  19. 
  The Octopus Pool (building 27) is rife with thieving; patrons give good 
  tips to those that guard their belongings.  
  20. 
  If you want a big night out, drinks at the Hotel Elysium (building 28), 
  followed by a smoke at The Blue Flowers Dustery (building 31), will 
  always end in hi-jinx.  
  Rumour Table, d20 
  
  25 
   
  Verb, d6:  
  1. 
  Steal or kidnap.  
  2. 
  Destroy or kill.  
  3. 
  Study, sight and take notes on.  
  4. 
  Replace with a copy.  
  5. 
  Mutate or infect.  
  6. 
  Combine with (roll on objective table twice).  
  Objective, d12:  
  1. 
  An important corpse from The Burial Tower Most Devine (building 1). 
  2. 
  Documentation of a specific cure from The Tower of Miracles (building 5).  
  3. 
  Cagx the Eyeless and his limitless secrets (building 7).  
  4. 
  An augmentation on the body of Petron the Wood Witch (building 9).  
  5. 
  A prize crystal belonging to Nixazia the Salted (building 10).   
  6. 
  A vial of tears from the High Priestess Libana (building 12).  
  7. 
  Constax’s summoners of lightning golems (building 13). 
  8. 
  A vile secret from The Tower of Ill Winds (building 17).  
  9. 
  A suit of flying armour from the Mountain’s Edge Smithy (building 18).  
  10. 
  The location of the cure to spreading scales infection, held by the 
  nameless leader of The Keeper of Secrets in The Black Temple 
  (building 20).  
  11. 
  The Eyes of The Mountains, guarded by Megarox the Chained Priestess 
  in The Tower of Storm (building 23).  
  12. 
  The claws of Valens, head chemist at The Blue Flower duster (building 31).  
  Reward, d6:  
  1. 
  d6 x 1000 gold 
  2. 
  d12 x 1000 gold  
  3. 
  Gems worth d20 x 1000 gold  
  4. 
  Augmentation – automated generator found at: https://
  lizardmandiaries.blogspot.com/2018/10/automated-fantasypunk-
  augmentation.html  
  5. 
  Magic item – generator found at: https://
  lizardmandiaries.blogspot.com/2017/07/magic-item-generator.html 
  6. 
  Magic item – generator found at: https://
  lizardmandiaries.blogspot.com/2017/07/magic-item-generator.html 
  Quest Generator 
  
  26 
   
  1. 
  The party’s water/liquid possibly carries infectious diseases and must be 
  checked/disposed of.  
  2. 
  The party must accompany the group encountered back to their 
  headquarters for interrogation into recent unrest.  
  3. 
  The party will be searched for any growing plant life, which will then be 
  confiscated.  
  4. 
  A newly discovered medicinal dust must be tested on the party. Out of 
  suburb visitors are seen as better lab rats than resident angels.  
  5. 
  Each party member must recount the actions they took over the last day, 
  if response deemed untruthful the party faces arrest.   
  6. 
  A tracking augmentation must be injected into a party member or they 
  face arrest.  
  7. 
  A high ranking member of the group encountered has recently been 
  murdered, the party looks like perfect scapegoats.  
  8. 
  Group encountered needs party to leave the suburb for the night, they 
  offer no explanation as to why this is the case.  
  Bone To Pick Table, d8 
  Male Names, d20 
  Female Names, d20 
  1. 
  Magnatox  
  2. 
  Probunius  
  3. 
  Leocrax  
  4. 
  Kurkanian   
  5. 
  Ceropol  
  6. 
  Ianox  
  7. 
  Dionus  
  8. 
  Acranox  
  9. 
  Fuastix  
  10. Planiod  
  11. Bardinox  
  12. Florentus  
  13. Petromax  
  14. Fulgantius  
  15. Oorcrax  
  16. Bardapol  
  17. Trasckus  
  18. Hipponox  
  19. Palladius  
  20. Phocrax  
  1. 
  Adulina  
  2. 
  Sophex  
  3. 
  Anthamanex  
  4. 
  Bardena   
  5. 
  Iulenia  
  6. 
  Zimisia  
  7. 
  Agnex  
  8. 
  Venerada  
  9. 
  Pompedia  
  10. Stratocia  
  11. Passara  
  12. Sygadora  
  13. Serenex  
  14. Gylcadora  
  15. Rustinex  
  16. Ducadora  
  17. Botaniex  
  18. Propada  
  19. Sidonex  
  20. Vitulada  
  
  27 
   
  1:  
  1. Jewellery of metal thorns, often drawing glowing blood.  
  2. Pauldrons of sweet smelling flowers and vines.  
  3. A winged cat that follows them everywhere.  
  4. Sweat dripping up along their brow forming a faint halo of 
  liquid above their head.  
  5. Enormous flower amulet around neck.  
  6. Wings decorated with vines and flowers.  
  7. Bereft of hair, bulbous and elongated pulsating pate and a 
  pink halo.  
  8. A shrouding mist descend across face from a foggy halo.   
  9. Prismatic, rainbow eyes.  
  10. Green, foliage like hair, budding with flowers.  
  2:  
  1. Red wings, sometimes dripping blood.  
  2. Translucent skin.  
  3. Wings terminate in hooked claws.  
  4. Chained lantern dangles from hand.  
  5. Stumbles as if ground uneven, when not flying.  
  6. Hair and feathers spiked with grease and wax.  
  7. Chained to another angel.  
  8. A proliferation of decorative armbands.  
  9. Shirtless, decorated with gaudy necklaces.  
  10. Enormous wings, double the size of most angels.  
  3:  
  1. Beard of feathers . 
  2. A covering of feathers, bordering on birdlike.  
  3. Has miniscule wings, but can float at will.  
  4. A halo of pure white milk. Drips often.  
  5. A flock of doves accompanies them everywhere.  
  6. Rays of light from an unseen sun illuminates them.  
  7. Holds a shield of gold.  
  8. A large albino snake as living jewellery.  
  9. Hair of pink and purple, dripping light like ooze.  
  10. A chunk of enruned marble hangs around neck.  
   
   
  Angel Visual Quirks, d6, d10: 
  
  28 
   
  4:  
   
  1. Glowing tears stream from eyes, floating as they drip off face.  
  2. Too large and too perfect teeth. A picturesque maw.  
  3. A full halo, like a moon, floats above head.   
  4. Wings glow goldenly.  
  5. Long elfin ears.  
  6. A too large nose that has been broken several times.  
  7. Symmetrical vitiligo, patches in lurid pale green or blue rather 
  than white.  
  8. Petrified wings, cannot fly. Also very old.  
  9. Large fangs protrude from mouth  
  10. Wings are dark and leathery, no white feathers to be seen.  
  5:  
  1. A third eye, glowing white, rests in forehead.  
  2. Sits atop a throne, driven forward by a mechanical, crablike 
  creature. 
  3. Finger nails grown into long, sharpened claws.  
  4. Several growths of carapace, white golden, emerge from bare 
  skin.  
  5. A hood, robe, gloves and boots of living, writhing plants.  
  6. Head is the body of a jellyfish – communicates through 
  telepathy.  
  7. Hair of golden medusa-like tendrils.  
  8. Multi coloured wing feathers, like a bird of paradise.  
  9. Long hair glows like liquid sunlight.  
  10. Shadows are dispersed away from body. 
  6:  
  1. Pale skin is iridescent.  
  2. Has an extra pair of arms.  
  3. Has a halo shaped like a glowing crown.  
  4. Feet are replaced with bird claws  
  5. A chest belt of tools.  
  6. Helmet forged from the skull of some giant insect.  
  7. Wings are tied down with old rope.  
  8. Has a weight tied to their ankle with a chained manacle.  
  9. Orange glowing eyes without pupils.  
  10. A cloth crown of soft silk.   
  
  29 
   
  Building  Interior Mapper 
  
  30 
   
  Building  Interior Stocker 
  d4, d12 
  1 
  2 
  3 
  4 
  1 
  Empty, place of rest.   Empty, place of 
  recreation. 
  Empty, place of 
  physical work. 
  Empty, place of 
  physical storage. 
  2 
  Empty, place of 
  sleep. 
  Empty, place of 
  ornamentation. 
  Empty, place of ritual 
  and worship. 
  Empty, place of waste 
  disposal 
  3 
  Empty, place of 
  eating. 
  Empty, place of 
  lavatory. 
  Empty, place of 
  mental work and 
  research. 
  Empty, place of 
  mental storage 
  4 
  Empty, place of 
  bathing. 
  Empty, place of 
  mechanics and 
  machinery. 
  Empty, place of 
  growing. 
  Empty, place of 
  secrets. 
  5 
  Resident, sleeping or 
  resting. 
  Resident, conducting 
  relaxation or 
  recreation. 
  Resident, physically 
  toiling. 
  Resident, hidden and 
  watching. 
  6 
  Resident, eating or 
  drinking. 
  Resident, indisposed 
  through sickness or 
  misadventure. 
  Resident, conducting 
  ritual or worship. 
  Resident, mentally 
  toiling. 
  7 
  Resident, ignoring 
  treasure. 
  Resident, indulging in 
  treasure. 
  Resident, transporting 
  or protecting 
  treasure.   
  Resident, searching 
  for known of 
  treasure. 
  8 
  Treasure, subsumed 
  in location. 
  Treasure, out of place 
  and unusual. 
  Treasure, focus of 
  work or worship. 
  Treasure, hidden. 
  9 
  Trap, natural hazard 
  inherent in 
  environment. 
  Trap, set by nearby 
  residents, evidence of 
  their work.   
  Trap, obvious and 
  menacing. 
  Trap, hidden and 
  deadly. 
  10 
  Resident, trapped in 
  natural hazard of 
  environment 
  Resident, using traps 
  to their advantage 
  against interlopers. 
  Resident, vaguely 
  aware of trap, but not 
  knowledgeable of 
  specifics. 
  Resident, unaware of 
  trap they may be 
  about to trigger. 
  11 
  Device specific and 
  inherent to 
  environment, 
  expected but 
  intriguing.   
  Device external and 
  unusual to 
  environment, out of 
  place sourced from 
  elsewhere.   
  Device used in 
  regular work of 
  environment, 
  mundane but 
  effective.   
  Device with obscure, 
  secret use that belies 
  a shadow use of 
  environment. 
  12 
  Resident, using device 
  to conduct relatively 
  mundane activity. 
  Resident, puzzling 
  over the way in which 
  a device is used. 
  Resident, using device 
  effectively to halt 
  interlopers. 
  Resident, using 
  device for a dark, 
  devious and deviant 
  purpose. 
  
  31 
   
  D12 
  Adjective: 
  Relation: 
  1. 
  Secretly and silently 
  Loves and adores 
  2. 
  Calmly and quietly 
  Submits to and obeys 
  3. 
  Serenely and acceptingly 
  Respects and admires 
  4. 
  Strongly and aggressively 
  Lusts for and desires 
  5. 
  Underhandedly and covertly 
  Ignores and is oblivious of 
  6. 
  Unsurely and confusingly 
  Laughs at and derides 
  7. 
  Coldly and matter of factly 
  Tolerates and endures 
  8. 
  Meekly and weakly 
  Distrusts and suspects 
  9. 
  Brashly and rudely 
  Fears and terrorised by 
  10. 
  Openly and confidently 
  Hates and reviles 
  11. 
  Toxically and infectiously 
  Loathes and disgusted by 
  12. 
  Loudly and rambunctiously 
  Enraged and angered by 
  Find out what each NPC thinks of each other NPC using this table. Stick to the results you 
  get and hilarity, hijinks and intrigue will no doubt ensue.    
  NPC Relationship Table: 
  
SOURCE: textdata/thevault/OSR Generic/OSR Adventures & Settings/Infinigrad (OSR)/Angel's Burial Ground; A Suburb of Infinigrad (OSR).pdf