Saturday, 8 November 2025

Gnome Muderdomes

























So while plotting gnome eco domes possibilities, i came across this terrible idea.

I did play a session where players where given a moon portal mirrie and it instead sent them into a biodome where they soon figured out it was not quite the moon but did find pyramids, a prison, moon toads and met crystal star sprites. Took out a security checkpoint and met fish people living in the works of the platroom they had flooded. The players solved the simulation quickly but appreciated the effort of making a 1km wide moon simulation. 

So another level of Chagrinspire with 5x 1km domes but instead of science and education and a bit of bloodsport fun for elites, these are for simulated battle.

Also known as gnome battledomes but the murderdome name is used by more corrupt gnomes. In theory, they are operated for training and millitary research but a corrupt faction are just exploiting Nullist Black Sphere resources to destroy reality to just make money and enjoy bloodsports. Gnomes working in this area may be corrupt, sadistic capitalists subverting the benevolent plan to erase all history and reality. Like the gold cube cult who want to turn all nass in the universe into gold, which they will admire from a 2d adjacent plane.

The victims of the murderdome are sourced by various means, and most dont know they are in a simulation with an illusory sky and distant scenery. Lots of specialist illusion magicians work here. Once held, victims may be sent straight to a dome or may be made unconscious so they can be studied and cloned before release. This allows interesting ones to be reused again and again. Gnomes might snatch interesting subjects who are otherwise about to die so as not to waste them. Maybe a party start as clones in a dome, unaware they are in a simulation.

The workers in structures around the dome are similar to eco domes with labs, technicians, offices, observers and planning rooms. Information on doors and observation are the same, except it may have a spectator's seating for possibly hundreds or thousands of gnomes arrived by train.  

Sides are usually capped at 100, and the planning offices have an elaborate point buy system operated by Golem cognitive engines to set various odds. Everything is documented, and information of factions has a section in their vast library stacks. You could allocate 100HD per side to simulate this. 100HD kaiju are fine, but handling them is difficult and they may have bombs implanted in their brains. Some exercises are intended to by unfair in numbers-wise or might have other benefits like fortifications, resources or technology. 

Each dome has subsurface areas for underland warfare drills. Sometimes, a vast illusion can project the dungeon levels to the observers while the inhabitants need never know.

1 Wasteland dome - simulates the wasteland during or after the apocalypse

2 Savage dome - simulate tropical prehistory, lost islands to plunder and monster island 
3 Sea dome - simulate marine battles and colonial control
4 Auldwood dome - simulates temperate woodland a vast frontier with elfland
5 Arena dome - a sports field for gnome entertainment

* and sometimes hell just ad fire, lava, undead and devils

Wasteland stuff see DrWho The Wargames and Genesis of the Daleks
For savage stuff see land of the lost TV show
The Prisoner tv series might be possible in a secret psyop minidome
The Starlost has isolated domes ignorant they are on a ship
I considered a section of Shadelport in a simulation or Exile Island

You could make ruined versions with surviving inhabitants.

Players best in the wasteland dome and to not be aware it is a simulation. Then let them break into other domes and finish with them in the Arena dome where they might be welcomed as contestants or thrown in prison. This could make them famous in gnome civilisation.

d12 How Was Subject Kidnapped by Gnomes?
1 Found a portal in a ruin
2 Went through a door in a dungeon
3 Found a magic pool in a strange wood
4 Activated a teleportation trap
5 Found a tiny door in a tree
6 Falling from a cliff
7 Sunk in a ship or sucked into a whirlpool
8 Hired mercenaries take on the underground train
9 Gnomes led into a cave to escape enemies
10 Gnome kidnappers came in the bedroom by night with a paralysing ray
11 Gnome airship fired teleportation trays
12 Snatched from certain death by planar beings serving gnomes

d12 Scenarios
1 Two entrenched factions battle 
2 Invading force vs entrenched faction
3 Fortified faction with two rival invading factions
4 Two invading factions battle over an objective 
5 Fortified faction besieged by an invader
6 Extermination, faction wipes out a weaker defender as fast as possible
7 Round up and capture, and imprison civilians
8 One faction invades and builds defences, then the other invading factions enter
9 One advanced faction vs a larger, less advanced faction
10 One faction vs a horde of monsters
11 One faction vs a single huge monster
12 Gnome forces crush d3 factions for training (no public viewing)

d12 Battlefield Objectives
1 Food cache
2 Armoury
3 Civilian village
4 Bridge or road
5 Resources like wood or minerals
6 Millitary bunker
7 Laboratory bunker and staff
8 Transit hub (rail, docks, canals)
9 Water supply
10 Relaxed defending faction raided by an informed enemy with planning
11 Monsters lair with vast treasure
12 Super weapon or relic

d12 Complications
1 Extreme weather
2 Limited food or water resources
3 Limited equipment (ammo, fuel)
4 Obstacle (river, canyon, lava)
5 Wild humanoids know terrain well, hostile to all 
6 Supply cache at various locations
7 Undead arise from anyone killed
8 Dangerous monsters live here
9 New alien faction hostile to both arrivals
10 Gnome spies meddle with both factions for training
11 Underground structures d4 1=bunkers 2=tunnels 3=dungeon 4=caverns 
12 Reinforcements are called in if a certain objective is taken

Each dome has its own faction, encounter and terrain tables.

Factions might be somehow from the past and stored in stasis or cloned or recently kidnapped.

Dome 1 Wasteland Zone Dome
War torn battlefield and ruins modelled on the trenches and ruins around chagrinspire. It can simulate battles of the apocalypse war, current warfare and secret exercises for invading lower levels of Hell. Mostly gloomy skies, mud, trenches and ruins. There may be train tunnels and bunkers underneath.

d12
 Wasteland Dome Terrain
1 Trenches and dugouts
2 Bunker
3 Ruined village
4 Ruined church
5 Ruined factory
6 Ruined fort
7 Abandoned military camp
8 Abandoned prison camp
9 Muddy flats
10 Minefield
11 River with 
floating corpses 
12 Craters from bombardment or shells, possibly unexploded ordinance buries

d12 Wasteland Dome Factions
1 Ancient allied soldiers (ww1 or Napoleonic tech)
2 Black sphere clone corp infantry (ww1 or
 Napoleonic tech but clones)
3 Crusader knights (1300s crusaders)
4 Templar priest order (1300s crusaders)
5 Chaos warband (mutated templar heretics)
6 Undead crusaders (as above, but hungry, vindictive undead)
7 Dwarves army with blackpowder muskets and muskets (1500s tech)
8 Elves and goblins skirmishers (no guns)
9 Barbarians abhumans (human, beast and elemental)
10 Ancient Exilon City State with chariots
11 Scavengers, an irregular skirmishing force (mostly criminals, 1in6 mutants)
12 Alien minions of the outer void (old ones spawn)

d12 
 Wasteland Dome Encounters
1 Mines or boobytrap with bait 
2 Area slioppery with mud 
3 Muddy obstacles like a 
sucking bog
4 Undead soldiers arise from mud (or swarm undead body parts)
5 Scavengers hungry for loot and meat
6 Landshark
7 Giant carnivorous beetles
8 Giant maggots or flies
9 Giant worms burrowing and eating dead
10 Giant mosquitoes
11 Swarms of rats, giant rats or gargantuan rats size of cavebears
12 Feral automaton or deathguard flesh golem

d12  Wasteland Dome Events
1 Thunderstorm and darkness
Fog covers the battlefield
3 Hear distant sirens
4 Hear distant thundering of artillery or fireballs
5 Rain makes everything muddy and treacherous
6 Snow and cold, mud and pools freeze 
7 Hot and stinking, millions of flies choke air  
8 Stinking miasma or gas
9 Rat stampede of many swarms fleeing something (flood, gas, hunger, monsters)
10 Flying machines fly overhead 
11 Bombardment from artillery or airships
12 Helish giant flaming pools appear, smelling of sulfur, resembling parts of hell

Dome 2 Savage Zone Dome
Steaming tropical jungle with sinkhole caves, carnivorous plants and dinosaurs. For training in jungle warfare against mostly tribal peoples for their airship raiding expeditions around the world. Popular for gnome spectators wanting to see people fight dinosaurs. Their are caves beneath, crawling with monsters. Ruins and treasure here are a distraction or bait for traps. Their is lots of streams, lakes, pools, wetlands and some beachfronts that look nice to land on.

d12
 Savage Dome Terrain
1 Rough cliffs
2 Thick foliage
3 Monster lair
4 Ruined shrine
5 Ruined rubble or shattered pyramid
6 Huge skeleton
7 Pteradactyl nesting rocks
8 Quicksand bog
9 Carnivorous plants
10 Ritual ground
11 Occupied humanoid village
12 Volcanic vent

d12 Savage Dome Factions
1 Reptilian folk war band with dinosaurs
2 Sepant folk wizards with cultists
3 Shipwrecked human sailors
4 Jaguar folk tribe
5 Human tribal cultists who need sacrifices to feed the gods
6 Jungle goblinoid tribe with goblins. hobgoblins and 
7 Bat folk serving their vampire goddess
8 Amphibian folk war band
9 Fishfolk and human cultists
10 Treasure-hunting adventurers tricked into the simulation
11
 Barbarian abhuman tribe or invaders via sea d4 1=human 2=orc 3=beast 4=elemental.
12 Alien minions of the outer void (old ones spawn) and cultists

Grey gnomes of the black sphere can make any type, even plant or bug, and will experiment a bit. They might also make halfling-size versions. 

d12  Savage Dome Encounters
1 Sinkholes d4 1=pool 2=overgrown 3=pit into cave 4=pit into pool
2 Choked in rapidly growing vegetation or carniverous plants
3 Muddy obstacles like a 
sucking bog or boiling mud pool
Giant amphibians d4 1=frog 2=toad 3=salamander 4=caecilian 
5 Giant insects d4 1=beetle 2=dragonfly 3=carniverous fly 4=bee or wasp 
6 Giant reptiles d4 1=tortoise 2=snake 3= 4=
7 Giant reptiles d4 1=fire skink 2=cave lizard 3=gecko 4=chameleon
Giant mammals d6 12=bats 2=rats 3=sabretooth cats 4=glyptadon 5=dire wolf 6=ape
Giant birds d4 1=gull 2=moa 3=hawk or eagle or owl 4=vultue 5=terror bird 6=dodo
10 Swarm d9 1=flies 2=mosquitoes 3=leeches 4=ants 5=bats 6=tiny monkeys
11 Synapsids 4 1=dimetradon 2=gorgonopsia 3=moschops 4=edaphosorus
12 
Dinosaur d10 1=raptor 2=ceratosaurus 3=allosaurus 4=tyranasaurus 5=saurapod 6=ceratopsian with d6 horns 7=pachycephalasaurus 8=stegosaur 9= ankylosaur 10=iguanadon

d12  Savage Dome Events
1 Earth shakes from quake
2 Volcanic vents flare up
3 Swealtering heatwave
4 Tropical storm
5 Invaders from the sea arrive
6 Inhabitant spell user meddles with controls
7 An imate magician knows its a similacra and tries to lead others to revolt
8 Airship passes and shoots some monsters for science or fun
9 Bloodred sky evokes violence and anger for a period
10 Cultists arrive to imprison or seal a primordial entity in a ceremony
11 Mutagenic storms rage creating new monstrosities 
12 Slimey horror from the outer darkness released from an arcane vault

Dome 3 Sea Zone Dome
A salty sea with islands and the water levels can be raised and lowered allowing for sea battles, sea monster, underwater species and maritime or flood scenarios. Also to train Gnome naval and air operations over the sea. Service staff will have a invisible submarine pen to maintain and stock the dome. Weather can be tested also. Ocasionaly some elder maring demon or god is trapped here for sport then harvested by industrial scale alchemy to fuel the Black Sphere operation nullification. The islands also have caves possibly connecting them or tidaly flooded. The gnomes snatch ships world wide but the straits between Exile Island and the Continant like Scar Reef islands are especialy chice grounds for a thousand years..

d12 Sea Dome Terrain
1 Tiny hilly Island
2 Rocks with seabirds and guano
3 Dangerous reef 1in6 with monster lair or aquatic people fort
4 Whirlpool
5 Tiny island with meadows and some woods
6 Tiny island with a cannibal tribe who hate outsiders
7 Tiny island with peaceful, friendly tribe vulnerable to exploitatio
8 Tiny Island with monster lair
9 Sargassum of gigantic seaweed
10 Dark trench where monsters of the deep battle
11 Sunken ruins of city
12 Underwater tribal folk d4 1=mermmaids 2=sea elves 3=fish folk 4=sea grass spirit folk

d12 Sea Dome Factions
1 Barbarian islanders with huge war canoes and martial culture (or any abhuman)
2 Pirates (likely from Shadelport)
3 Explorers ship from another continent 
4 Colony ships from another continent
5 Fish folk and cultists island folk
6 Trireme of mercenaries from age of exilon
7 Ship of adventurers
8 Undead ship and crew led by d4 1=vampire 2=lich 3=mummy 4=
9 Sea elves 
10 Vikings from the frozen north 
11 Tako octopus folk in giant nautilus
12 Sqid folk serving a kraken of the deep

Grey gnomes of the black sphere can make any type, even plant or bug, and will experiment a bit. They might also make halfling-size versions. 

d12  Sea Dome Encounters
1 Hidden rock or reef
2 Shipwreck or pirates
3 Sea giant or sea ogres or 
 sea trolls, shambling seaweed and barnacle-covered
4 Psionic dolphins
5
 Sharks
5 Sea serpent
6 Marine people d4 1=sea alves 2=fish folk 3=mermaids 4=marine iguana folk
7 Giant cephalopod d4 1=squid 2=octopus 3=nautilus 4=kraken warlock
8 Angry whale covered in wounds and rusty harpoons, people live inside
9 Vampire kelp or giant strangling kelp 
10 Sea wolf or other marine lycanthrope
11 Marine Reptile d4 1=plesiosaur 2=kronosaur 3=tylosaur 4=ichthiosaur
12 Dragon turtle or marine dragon

d12 Sea Dome Events
Sea level drops or rises 
4 Tidal wave
3 Fog cloud
Severe storm
6 Dead calm
7 New factions arrive by sea
8 Undersea factions fighting
9 Two new factions arrive to fight each other 
10 Sea choked in sargassum
11 Snap cold with glaciers
12 Gnome submarine trains secret manoeuvres

Dome 4 Auldwood Zone Dome
Temperate woodlands across the kingdom which overlaps frontiers of many coastal kingdoms, the great barbarian plains and elfland. It is divided by rivers, lakes, hills and open grassy areas appealing for human settlent. It is more used for training excercises and secret plans against faeriekind and every human kingdom on the continant (but mostly upper half frontier they share with Auldwood). Underground are caves and dungeons used for dungeon raiding expeditions. There are often ruins from the ancients and prehuman peoples. 

d12 Auldwood Zone Dome Terrain
1 Pine forest
2 Oak forest
3 Mixed forest
4 Haunted forest
5 Fungusforest
6 Sylvan forest
7 Open grassy area 1in6 with a village
8 Stream, river or lake
9 Knight;y Castle d4 1=haunted 2=cursed 3=robber knight 4=ocupied by humanoids
10 Ruined village & graveyard
11 Rocky outcrop with cave lair 
12 
stone circle or monolith

d12 Auldwood Zone Dome Factions
1 Goblin kingdom d4 1=goblin 2=hobgoblin 3=bugbear 4=all types
2 Goblinoid mercenaries d4 1=darkling creepers 2=norkers 3=kobolds 4=nilbog
3
 Elves bright overworld or night underworld types with goblin skirmishers and pets
4 Wood elves and sylvan forest friends and forest changelings
5 Orc soldiers of the dark lord thought log ago destroyed and made by wizards
6 Undead army d4 1=serve a underworld dark god
7 Faerie army with all kinds of spirits, talking animals, fey folk and sylvan beings
8 Giant or troll army with pets and minions
9 Abhuman barbarians d4 1=human wild folk 2=beast folk 3=orc 4=elemental
10 Human army with knights, archers and infantry
11 Dwarf kingdom d4 1=berserkers 2=black powder tech 3=forest dwarf 4=wicked underland dwarves
12 Wee folk d6 1=greencap wood gnome 2=blood lusting redcap gnomes 3=grey gnomes from underland 4=halfling folk 5=beastling (small beast folk) 6=sprites or brownies

d12 Auldwood Dome Encounters
1 Deer
2 Auroch
3 Wolves
4 Boars
5 Bearl
6 Lion
7 Unicorn
8 Satyrs
9 Centaurs
10 Beast abhumans
11 Lycanthropes
12 Faerie folk, elves or demihumans

d12 Auldwood Dome Events
1 Storms and rain batter the woods
2 Huge herds moving through the area
3
 Sunny lovely day
4
 Snow and fog
5 Witches coven comes from hiding in shadows
6 Underland fey corrupt a region
7 Giant fungus zone erupts full of giant bugs and goblins
8 Changelings offer food, wine or parties as a trick
 Undead arise from ground
10 Animals all talk briefly
11 Tree spirits or tree folk highly ambulant
12 Faerie army arrives from outside simulation, to cleanse everyone from woods or underland, Black Sphere troops sent in. Science teams working to capitalise on faerie presence as some kind of power source but results poor so far

Dome 5 Arena Zone Dome
A vast stadium surrounded by ruins and criminal slums. Underneath is a prison and a cursed labyrinth. This is used for sport, training, exhibitions of athletics and violence. Fights from any area might happen here and at times it is restricted for secret millitary exercises. There are race tracks around the outer edge and then fields for various sports within. A central gladiatorial ring has stadium seating for 10000 gnomes. Forces from any zone might appear here, usually facing other factions or to test deathguard flesh golems or automatons. It can be flooded for marine battles. The prison houses factions from various zones, and observing the prison is also entertainment for some gnomes. Prisoners may also be sent into the monster labyrinth below. Lots of ancient architecture celebrating aeons of deathsports.

d12 Arena Zone Dome Terrain
1 Track or sports field
2 Columns commemorating past victories
3 Statues of heroes of arena
4 Cages with monsters or prisoners
5 Shrines to deities
6 Podium for awards
7 Barracks for athletes and gladiators
8 Fighting pits
9 Trapdoors
10 Walls dividing up districts
11 Stadium seats for up close VIPs
12 Illusionary projections d4 1=propaganda 2=upcoming fights 3=past battle scenes 4=cheering crouds

d12 Arena Zone Dome Factions
1 Gladiator school
2 Mixed prison population, fight together or die
3 Clone Corp human infantry with Napoleonic or ww1 kit 1in6 in bicycle corp
4 Mutant chaos warband 
5 Athletics team 
6 Adventurer party
7 Crusader knights and cleric templars
8 Cultists with a summoned entity or petty god
9 Abhuman beastfolk in barbaric finery
10 Scavengers from wasteland, cowardly but sneaky scouts and irregulars
11 Mercenary land knights of the warring lands of the east
12 Barbarians from some harsh region of the world, hostile to all strangers

d12 Arena Zone Dome Encounters
1 Trainer and athletes
2 Gladiators training or on way to fight 
3 Tourists from the underground city
4 Gamblers d4 1=making bets 2=selling drugs 3=eyeing off force odds 4=rigging an event
5 School teacher and children 
6 Screaming gladiator fans want souvenirs and signatures
7 Children collecting war debris like shrapnel, bones, weapons
8 Cart selling snacks
9 Referees having a debate about rules and club financial scandals
10 Clowns who help handle monsters and finish off unwanted wounded, test corpses dead
11 Dancers who perform mid event shows and act as cheer squads 
12 Gnome mentaliss here to bully athletes and anyone with muscles

d12 Arena Zone Dome Events
1 Mid match show with d4 1=dancers 2=cheer squad 3=singer 4=propeganda rally
2 Closes for the cleaning crew to mop up blood, paint and patch  over battle damage
3 Millitary exercise d4 1=training 2=
officer school graduation test 3=weapon test 4=millitary  games
4 Great Gnome Games with gnome athletes and sports from across the gnome world
5 Giant political rally with millitary parade
6 Youth games for the next generation who will get a say in a few hundred years
7 Celebrity and commoners compete in a humorous but deadly obstacle course widely reported in the grey gnome civilisation (think old cartoons + bloody consequences or platform video games
8 Mass execution for cowards and traitors, death by d4 1=dinosaur 2=machineguns 3=automaton 4=steamroller driven by lottery winner
9 Automaton events d4 1=amateur killbot builds 2=ballgame between different automaton guilds 3=collosus fight 3=obsolete automaton demolition derby
10 Children's program where gnomes bring their kids and special shows d6 1=princesses on ice 2=life size golem toys toy teams battle to the death 3=candy golems fight to death and luck select children eat the remains, 4=dramatic reenactment of a Black Sphere crushing some primitive foreign humans from beyond this continent, presented and humour 5=clown gladiators, 6=reject gladiators mutated into horrors and chased by gnomes in tiny battlecars
11 Turkey Shoot, where rich gnomes and followers hunt various captives and monsters as a team sport. Some might be guild or school teams. An amateur event selects audience members to hunt or be hunted
12 Vehicular and mounted combat

Black Sphere Forces
Most forces have 100 fighters from the below table, and 2 or 3 branches might cooperate on bigger operations. Most will have a support unit. These can be used anywhere.

d12 Black Sphere &Grey Gnome Forces
1 Clone Corp human infantry with Napoleonic or ww1 kit 1in6 in bicycle corp
2 Orcs Corps made in a factory by alchemists
 with Napoleonic or ww1 kit 
3 Abhuman beast folk clones
 with Napoleonic or ww1 kit 
Gnome Infantry with Napoleonic or ww1 kit but slightly better than non-gnomes, 1in6 in bicycle corp
Gnome Marines for amphibious assaults with better (ww2) heavy weapons but also use submarines, canal barges, paddle steamers, ironclad warships, inflatable rafts and patrol boats. Mostly work from rivers, canals, swamps and the lake 
Giants, ogres and trolls with head scars and antenna installed and gnome handlers with control devices
7 Gnome Secret Police Deathsquads with automatic weapons and stick grenades
8 Gnome Tunnel Fighters are sappers who use gas, explosives, trench guns, rigid armour and spiked clubs. Notoriously violent and with brutal improvised weapons and armour 
9 Automaton Corp with humanoid infantry
10 Deathguard flesh golem 1in6 chance go berserk any action
11 Air Corp with aerial bombardment from golem planes. Airships deploy death rays, gas or paratrooper infantry. Spotter balloons and even kites with gnomes for surveillance and to distribute propaganda
12 Tank Corp with mini tanks with cannon or machine guns (Reault WW1 style)

d12
 Black Sphere & Grey Gnome Support Squads
1 Trained carnivorous war apes with handlers
2 Cave lizard supply train with ammo, food and supplies
3 Automatons like spiders or pillbugs
4 Gnome snipers, invisible with anti-tank rifles or silent pneumatic needle guns
5 Mole machine is good for surprise moves and moving reinforcers
6
 Artillery, black powder drawn by ponies or shell-based artillery drawn by trucks
7 Gnome infiltration corp is are 
invisible saboteur and spies using dirty tricks
8 Undead human and orc infantry stitched together, controlled by necromancers. Includes d4 1=skeletal cavalry 2=flesh colossus 3=swarms of body parts 4=draconic lich
9 Alchemist Guild with lab wagons safely behind lines. Make ammo, rockets, explosives, incendiaries, slimes, germ weapons, gas weapons, drugs and even living troops with a factory 
10
 Iron colossus 50HD+ golem operated by gnome crew 
11 
Mentalism Guild squad of militarised gnome psychics 
12 Magus Corp, with some bound planar beings, undead spirits, elementals or lesser outer gods bound in a chest to deploy

Wednesday, 5 November 2025

Allies, Followers, Contacts & Patrons 1





































My zero-level follower rules have expanded a bit to be more like contacts in TSR Marvel game. Allows you to have friends, pets, organisations or groups as contacts. Everyone should get a guild ally as a possibility. Stat bonus derived followers can be anyone you meet, but you might want to start with one of these.

Mostly, followers can be two levels lower than a player character or be zero level. This includes creatures with less than a d8hp or 1HD. D4 or d6 is more common.

d12 Where Did I Meet Them
1 On the road
2 At an Inn
3 Found them homeless
4 Sibling or cousin
5 Contracted or oath-bound servant
Met school, temple or work
7 Old childhood friend
8 Adopted as an urchin
9 Asked to watch over them 
10 In prison
11 Freed from slavery
12
 Saved them from death

d12 Some Zero Level Followers
1 Craftsman - HD d4Evaluate, one craft skill & Clubs or blades. Wears leather and has some tools
2 Servant -HD d4 Etiquette, Groom & Blades. Wears the coat of arms of the master and a dagger
3 Musician - HD d4 Perform, Song Lore & Blades. Wears a costume, carries an instrument and a knife
4 Guide - HD d4 Search, Streetwise, Blades. Wears leather and carries a dagger
5 Labourer - HD d4 Porter, Endurance, Clubs. Wears leather and carries a club
6 Sailor - HD d4 Blades, Rope Lore, Swimming. Has a dagger and a bottle of rum
7 Thug - HD d6 Clubs, Blades & Intimidate skills. Has leather and a club
8 Guard - HD d6 Spear, Blades & Alertness skills. Has leather, a spear, a small shield, and a dagger 
9 Slinger - HD d6 Slings, Clubs & Search. Has a loincloth, three slings, a bag of 20 stones and a club
10 Barbarian - HDd6 Axes, Spears & Track skills. Has an axe, spear and two javelins
11 Hunter - HD d6 Archery, Axes & Sneak skills. Has shortbow, 20 arrows and handaxe
12 Squire - HD d6 Swords, Spears & Ride skills. Has leather, shield, sword, spear

d12 Zero-Level Pets
1 Rat AC+3 HD d4 Att d3 Mov 13 Climb or Swim 4 Track Skill
2 Raven AC+4 HD d4 Att d3 Mov 3 Fly 24 Search skill (swap for haw,k owl, kingfisher, vulture)
3 Lizard AC+3 HDd4 Add d3 Mov 12 Climb or Swim 3 Track Skill
4 Frog of Toad AC+2 HDd4 Add d3 Mov 9 Hop 1 Burrow 3 Swim 6 
5 Monkey AC+3 HD d6 Att d4, can throw rock or poop Mov 15 Climb 9 with prehensile tail
6 Slime AC+3 HD d4 Att d3 acid, Mov6 Climb 9 Swim 6 one eyed pocket blob
7 Cat  AC+3 HDd4 Att d3 Mov 12 Jump 2 Silence Skill, good scout and vermin control
8 Rat Dog AC +1 HD d4 Att d3 Mov 12 Alert skill
9 Shepherd Dog AC+1 HD d6 Att d4 Mov 12 Track Skill
10 Hunting Dog AC +2 HD d4 Att d4 Mov 18 Flee skill
11 Goat or Deer AC+3 HD d6 Att d4 Mov 24 Listen Skill
12 Pony AC+2 HD d6 Att d4 Mov 18 Porter skill, for pack or small rider

d12 Pet Improvements (one for each player character level up)
1 Unusual manual dexterity for the species
2 Unusual trick learned
3 +3 Mov (or Fly, Swim, Burrow, Climb)
4 +1 Arms skill
+1 Arts skill
6 +1 AC 
+1 Ability score
8 Major + minor mutation (possibly check for apotheosis)
+d8 HD
10 +1 Attack, possibly a new move
11 Made self-aware (only once) and can now speak common or adopt a character class
12 Gigantism made more prehistoric with druid magic +2HD bump damage dice (only once can you get this result)

Most characters dont start with followers but start getting them at 5th lv
You get 1+CHA bonus in slots for followers you can recruit on the fly in game
-usually two levels below the player chatracter or zero level or under a d8HD
-this is for quickstart new characters who want to use these flots straight up
-if you dont feed them or endanger them yes they leave

So I will try and expand the concept to include "Allies" which might be a person or pet but could also be an organisation or group like a guild. As these friends have obligations, choosing weird dangerous ones can be risky. You dont have to like your allies, some might be evil jerks and perhaps you are past associates.

These are for basic classes 

A pet is an animal companion that may occasionally help out
Pets have a list of possible benefits as the owner levels up

Followers are usually persons without a level or zero level who are loyal to the player character. Mostly, if exposed to danger will adopt a character class, usually the same as the player character, but you might send them for training in another class. Followers dont use morale like hirelings or people only with you for money. Family or loved ones might be good choices.

Contacts are persons or groups with influence you can call on for information or gossip. It may possibly help in troubled times, but will expect a return favour. 

Patrons are organisations that consider you their agent, and they will take an interest in your location and activities. They will offer small sidequests while you are in any area. 

You could use these to interact with factions of other species and may provide bonuses on reactions with factions you know well. Taking an evil faction means you probably were one and now you use your insider knowledge to destroy them from within or perhaps serve a more moderate faction (do we need to eat babies, guys?). You could connect these to your family and any individual follower could be famiy (or lover or sidekick) and any contact or patronage might come from a regular family contact. Obviously, these are great roleplaying opportunities and lets you justify "I'm a special bastard".

d12 Fighting Folk Starting Allies
1 Pet - Pack pony, goat, donkey or ass HDd6 
2 Pet - Dog d4 1=yappy ratter HDd4 2=wild or hunting dog HDd6 3=farm dog HDd6  3=war dog HDd6
Follower - Old porter who carries loads and a lamp 
Follower - Squire or orphan, carries and looks after your stuff
5 Follower - Servant cares for your goods, comfort & grooming
6 Follower - Lowlife thug with a club and a sack and low morals
7 Contact - City guard of a famous city all know you, known by reputation
8 Contact - Millitary company of old war buddies, known by fighting kit  
9 Contact - Mercenary guilds selling services, known by guild seal
10 Contact - Military order associated with nobility or church, known by symbol
11 Patron - Former instructor who trained other students 
d4 1=Retired hero 2=Famous duelist 3=Leads famous school 4=Knows secret techniques
12 Patron - Former wealthy employer
d4 1=Landed noble 2=Merchant 3=Civic Official 4=Church  

d12 Lowlife Folk Starting Allies
1 Pet - Flying d6 1=raven 2=hawk 3=parrot 4=owl 5=homing pigeon 6=bat
2 Pet - Creeping d4 1=giant rat 2=cat 3=ferret 4=snake 5=huge toad 6=lizard
3 Follower - reasonably attractive lover or partner who likes to help out
4 Follower - street urchin petty criminal who helps out for scraps
5 Follower - begger who makes a useful spy, gossip, scrounger and helps camps
Follower - Lowlife thug with a club and a sack and low morals
7 Contact - City guard of a famous city all know you, known by reputation
8 Contact - Crime guild operating influence over a specific area and maybe more
d4 1=famous city gang 2=regional bandit gang 3=banking syndicate 4=
9 Contact - Specialist crime guild d4 1=assassins 2=smugglers 3=slavers 4=spies
10 Contact - secret society d4 1=cult 2=rebels 3=gang 4=vice
11 Patron - banking guild offers you discreet side quests for cash
d4 1=gather informarion 2=aquire documents 3=report on someone 4=cary messages
12 Patron - famous criminal leader is a personal friend who taught you many skills
d4 1=bandit 2=beggar 3=gang boss 4=revolutionary

d12 Religious Folk Starting Allies
1 Pet - Pack pony, goat, donkey or ass HDd6 
2 Pet - Churchyard chums d4 1=cat 2=toad 3=owl 4=mouse
3 Follower - initiate of the faith keen to learn and obey
4 Follower - wandering rural initiate travels pilgrim routes or lives as a hermit  
5 Follower - scribe keen to record your deeds and help out at camp
6 Follower - healer initiate skilled with first aid and herbs
7 Contact - church hierarchy of characters chosen religion
8 Contact - church military orders who crusades against frontier enemies
9 Contact - inquisition who hunt heretics, cults and unlawful spell users
10 Contact - exorcists who drive away evil spirits and undead
11 Patron - church leader sends you on quiet missions and sidequests
d4 1=banking 2=diplomacy 3=messenger 4=perform rituals
12 Patron - mysterious  secret order send you on church sidequests
d4 1=investigate a possible cult 2=recover lost relic 3=find old documents 4=investigate ruin  

d12 Learned Folk Starting Allies
1 Pet - pack pony, goat, donkey or ass HDd6
2 Pet - potential familiars d6 1=snake 2=toad 3=blackbird 4=bat 5=cat 6=monkey 
3 Follower - apprentice dropout from magic studies cant afford studies
4 Follower - scribe keen to record your deeds and help out at camp
5 Follower - Servant cares for your goods, comfort & grooming
Follower - Lowlife thug with a club and a sack and low morals
7 Contact - magic school or academy where you studied
8 Contact - a magical fraternal order that meet to share knowledge
9 Contact - a political faction of nobility manoeuvring against rivals for power
10 Contact - wizard guild, a great place to trade for spells and items
11 Patron - a powerful master of magic sends you on side quests
d4 1=find a scroll 2=find a rare spell ingredient 3=carry a message 4=trade a spell
12 Patron - secret order of magicians meddling in world affairs
d4 1=report on strange location 2=report on a wizard 3=find blasphemous book 4=invstigate ancient text in stone

d12 Dwarf Allies
1 Pet - Burrowing buddies d4 1=mole 2=hairless giant rat 3=huge isopod 4=caecillian  
2 Pet - Surface friends d6 1=pit pony 2=ratter dog 3=rabbit 4=bat 5-lizard 6=toad
3 Follower - apprentice dwarf keen for battle
4 Follower - dwarf porter carries packs and bags
5 Follower - dwarf miner and wilderness prospector
6 Follower - dwarf smith with apron and a bag of tools
7 Contact - dwarven clan member through family, each with their own craft specialisation
8 Contact - mining guild with at least a representative in most mining towns
9 Contact - dwarf berserker cult who drink heavily and crave blood and violence
10 Contact - Smith's guild for metal workers 
11 Patron - sworn to clan ancestral hall to recover dwarf lore and relics with side quests
d4 1=recover dwarf text 2=recover dwarf art 3=recover clan relic 4=locate dwarf ruin
12 patron - sworn to a clan noble and wear their arm ring, and given sidequests
d4 1=spying 2=explore abandoned mine 3=carry messages 4=diplomacy

d12 Elf Allies
1 Pet - Forest friend d6 1=raven 2=songbird 3=squirrel 4=cat 5=fox 6=hawk
2 Pet - Wilderness chums d4 1=wild dog 2=deer 3=goat 4=young boar
3 Follower - apprentice young perky wood elf keen for adventure
4 Follower - old human servant you've known since they were a baby
5 Follower - a goblin servant who is loyal and resilient
6 Follower - wild folk hunter devoted to protecting you 
7 Contact - druidic order that intercedes with the faerie and human world
8 Contact - military order of the Silver Star who hunt minions of the outer darkness
9 Contact - explorers Guild, who work to keep updated on history and the world's peoples
10 Contact - magical order of the crescent moon seeking lost lore to research
11 Patron - royal agent of the faerie court sent to inexplicable missions for quixotic royalty
d4 1=deliver gift 2=find an artwork 3=hunt 
faerireland fugitive 4=prank a target
12 patron - serve an elder house of elven kind and receive sidequests
d4 1=diplomacy 2=deliver message 3=report on person 4=
hunt enemy of elves 

d12 Halfling Allies
1 Pet - Barnyard Chums d4 1=goat 2=pony 3=pig 4=
ratter dog 
2 Pet - Forest friends d4 1=cat 2=rabbit 3=squirrel 4=beaver
3 Follower - gardener, a practical outdoor survivor 
4 Follower - cook able to prepare food in adverse conditions
5 Follower - healer with skills in herbalism
6 Follower - apprentice youth servant in your care to educate
7 Contact - druidic order of wilderness priests
8 Contact - merchants guild, excellent for luxury goods for the home
9 Contact - herbalist guild, get the best herbs and pipeweed 
10 Contact - secret order of borderland rangers monitoring hostile forces
11 Patron - wizard that your family have worked for in the past offers sidequests
d4 1=find magic ingredient 2=copy an inscription 3=find a book 4=locate a ruin
12 patron - serve clan lodge and receive sidequests
d4 1=obtain luxury item 2=find a rare food 3=carry message 4=observe target 

d12 Gnome Allies
1 Pet - Burrowing buddies d4 1=mole 2=giant rat 3=huge toad 4=huge bug
2 Pet - Crawling chums d4 1= 2= 3= 5=
3 Follower - young gnome apprentice keen to follow your ways
4 Follower - large dim dim-witted thug who owes life to the gnome*
5 Follower - young orphan raised to be a loyal servant 
6 Follower - wilderness archer who worships the gnome as a minor divinity  
7 Contact - secret order, keeping an eye out for cults and evil agents 
8 Contact - merchants guild able to find desirable gnome goods 
9 Contact - explorers guild possibly the underland version 
10 Contact - order of scholars knowledgeable about the ancient world  
11 Patron - clan agent who receives sidequests
d4 1=message 2=report on local enemy 3=find relic 4=maintain a shrine
12 patron - secret society of ancient gnome technologists
d4 1=recover text 2=explore a ruin 3=purchase item 4=test research project

*Evil gnomes: this chap might be a slave or even have a lobotomy scar 

Next Time
I will do some more tables for my other classes. Abhumans class in my game cover my beast folk, barbarians, and enhanced orc barbarians all use this class now. They might have horde or clan allies that could gather a fighting force of maniacs.

Recent Ideas
Just heard about poor dnd tried to do one furry species to replace them all but no one wants over 50 species of furrys. By reskining my abhumans my spirit changeling folk and halflings all reskinable as animal folk (or elemental or dragon or planar hybrids).

I'm a bit inspired to do some wild things class-wise for next year

I'm thinking of separating the templar fighting priest more from the more ritualistic every day priests or the older planetary/elemental cults. Separate class to keep cleric templars as duelist fighting religious orders (and why i dont want paladins). I've considered the no spell at zero level or a separate spell gain chart, but i realised when my core magic classes got spells for stats it made them way ahead in spells than the sort of demi-casters. I do like how dnd5/24 lets you take martial or magic variants in a few classes. But possibly add some more classes so certain ones dont carry all the load or require triple the complexity on my various charts.

Monday, 3 November 2025

Gnome Biodomes in Chagrinspire





































The gnomes of Chagrinspire built 5 biodomes in between levels to study how miserable and horrible nature can be to impress on young gnomes the great purpose of unmaking the universe in the cause of peace. Kind of like the Carnival of Monsters story in 70s Dr Who.

Thuvia a atar people alien the party adopted wants to hijack a gnome moon craft to try and get home.

https://elfmaidsandoctopi.blogspot.com/2023/03/we-are-all-going-to-moon-tomorrow-part-1.html
https://elfmaidsandoctopi.blogspot.com/2023/04/going-to-moon-tomorrow-we-can-stay-all.html

Possibly these might be semi abandoned or forgotten. There might be other domes of foreign lands or various species of humanoids to study. 

Dome 1 Primordial Vault, with rocky land and sea, with giant invertebrates and armoured fish
Dome 2 Fungoid Vault, forest with giant bugs, lizards and amphibians
Dome 3 Saurian Vault, with thick jungle and ferocious dinosaurs that all attack outsiders
Dome 4 Lunar Vault, a grey cratered moon landscape habitat of captive moon creatures
Dome 5 Future Vault, wasteland with a lake of sentient flesh simulating the future 

Each vault has 5 huge airlocks, one huge for machines and vehicles and others are for teams of work crews and students. 

There are observation galleries with windows in the upper levels.

Once inside, illusions cover doors, observation windows and any other fittings.
Some gnomes observe with crystal spheres.

You might kindly add some service hatches, but illusion-covered and knock spells are required to open. If visible, they are shiny metal hexagonal plates requiring a special tool to open.

The doors will have an armoured storage locker with a gnome inside who distributes expedition gear, weapons and clothing. A barred window and hopper protect the gnome. They also open the doors and offer tips. They are usually bored and might let anyone inside. They also have small and large body bags.

d12 Common Expedition Gear
1 Air mask or 1in6 are full germ proof body suit with air filter
2 Camouflage explorer suit
3 Goad to irritate monsters for a show, pole with a hook and spike
4 Rope and grappling hook
5 Diving suit (bronze helmet, wax leather suit and airtank)
6 Ration kit
7 Monster food (as bait or distraction)
8 Flashlight
9 Sample jars and a butterfly net
10 Traps for various-sized critters
11 Inflatable raft and oars
12 Cigarette packs with collectable cards

Why are we here?
Gnomes might throw in captives and watch them be devoured by monsters as a teaching opportunity.

Something might be lost inside or a gnome gone native with information

Players might stumble across an entry while exploring or on the run

Players might book on a prepaid tour in the underground city 

Gnome agents might deliver a teleportation or gate trapped item and let victims think they are visiting the real original biome location. Gnomes will study their reactions.

d12 Service Areas Encounters
1 Gnome mechanics in overalls with tool boxes
2 Gnome wizard scholars observing a project
3 Gnome teacher and a d6+6 youths
4 Gnome guide and a d6+6 tourists from underland
5 Gnome eco techs with a golem cage trolley with a creature inside
6 Gnome gardeners with a golem trolley with plants, fungi or slime vat 
7 Gnome hunters with adorable pith helmets, safari suits and huge guns
8 Gnome administrators inspecting vault protocols
9 Gnome exterminator crew sweeping for escaped critters
10 Gnome anarchists here to smash stuff and release monsters
11 Escaped creature on the loose from a vault
12 Black sphere death squad gnomes with at least one trained flesh golems

d12 Service Areas Sections
1 Meeting room or lecture theatre
2 Museum explaining the exhibit history
3 Lab to study, clone, grow and dissect monsters
4 Emergency automaton kill squad barracks for escapes or rescues
5 Planning office with maps of a dome and planning workers
6 Observation room looking into a dome, often with a telescope
7 Garage for earth-moving golem vehicles and tiny tanks (WW1 Renault style)
8 Records library of filed reports and research papers
9 Technician barracks with a cafeteria and games room
10 Tourist cafeteria and gift shop
11 Crionc storage with monster food, corpses and spare monsters
12 Plant room for maintaining the dome environment 

d12 Dome Events
1 Weather event, usually rain or fog or storm
2 Illusion generators stutter briefly
3 New monsters added
4 Party of gnomes from the service area visit
5 Announcement sounds a warning, visitors to leave dome for a test
6 Alarm of a dome breach, visitors to the cafeteria to await safe signals
7 Gnomes with clairvoyance or crystal ball spy on intruders
8 Witness inhabitants fighting roll 2 encounters
10 Planar distortion, dome area seems far bigger and taps into the source of the biome 
11 Creatures all made sentient speaking beings for educational purposes
12 Time fields accelerate evolution before your eyes. No visitors during time warps

Dome 1 Primordial Vault
Simulating the early age with misty air, a central sea and a rocky coast with simple plants. This is the age where armoured giant dumb fish ruled waters over invertebrates (worms and arthropods). The invertibrates invaded the land and then a splinter sect of fish crawled on land the first amphibians. The air here requires an air mask or the higher CO2 makes normal people fatigue faster, possibly pass out and eventually die if they remain here. The air is thick and soupy.

The lesson here is how inhospitable life is and how change just makes everlasting conflict. Its popular for fishing.

d12 Primordial Encounters
1 Giant isopod
2 Giant armoured fish
3 Giant scorpion (land or marine)
4 Giant lobster
5 Giant crab
6 Huge octopus or squid or nautilus
7 Giant dragonfly
8 Giant salamander
9 Giant centipede
10 Giant mudskipper pack
11 Giant mosquito (or larvae in water)
12 Tribal fish or slamander folk or both fighting

Dome 2 Fungoid Vault
Simulates the age of darkness and underland fungi forests crawling with invertibrates, amphibians and reptiles. Many exotic and even ambulant dangerous fungus. It is dimly lit by luminous fungus and misty with a scent of spores. It is warm and damp with smell of spores. 

The lesson here is how life even in the adversity of mostly horrible struggle. Mostly gnomes like it to remember their youthful undeland frolics. Special magic fungus here is also good for various uses and handy for medicine and other uses. 

d12 Fungal Encounters
1 Giant beetles
2 Giant worm or centipede
3 Giant cave crickets
4 SHrieking fungus
5 Killer ambulant fungus
6 Mushroom folk or smaller shroomlings
7 Insect folk or smaller insectlings
8 Giant lizard
9 Giant amphibian (toad, frog, salamander, caecillian)
10 Slime or ooze monster
11 Slime folk
12 Faerie d4 1=Sprites 2=brownies 3=goblins 4=willow the whisp

Dome 3 Saurian Vault
Moist jungle and swamp with giant ferns and crawling with prehistoric reptiles, synapsids and giant amphibians. Very hot with lots of bogs and a small volcanic vent. Lots of caves and lairs are around. Roaring and battling monster sounds are common.

The lesson here is life is brutal and constant terror. Gnome elites like to hunt dinosaurs.

d12 Saurian Encounters
1 Dimetradon
2 Huge raptors
3 Allosaurus
4 Plesiosaur
5 Pteradactyl
6 Brontosaurus
7 Triceratops
8 Ankylosaurus
9 Stegasaurus
10 Hadrosaurus 
11 Iguanadon
12 Giant salamander or frogs

Dome 4 Lunar Vault
Grey dusty rocky, and cratered wasteland with smoking volcanic vents. Strange crystals grow from the ground in places, and there are mysterious ruins.
 It is cold, and the air is thin. Some people vulnerable to high altitude sickness might die here as pink foam fills the lungs and out of the mouth, choking the victims. A diving suit or medicine might help. Giant mushrooms, puffballs and strange red or blue plants struggle to grow in the powdery, exhausted moon soil.

The lesson here is that even in inhospitable conditions, awful life struggles to pointlessly survive. Also used for lunar expedition training.

d12 Lunar Encounters
1 Giant bacteria or slime
2 Giant slugs or snails 1in6 are carrying nomad  homes on backs 
(see 12)
3 Blue or red carnivorous plants or fungus
4 Ferocious moon dinosaur, giant lizard or synapsid
5 Gibbering amorphous shoggoth
6 Giant moon toad or salamander
7 Ferocious purple moon apes
8 Blue giant moon spiders or scorpions
9 Giant moths or caterpillars (not as huge as actual lunar ones)
10 Crystal animals
11 Alien creature d4 1=migo 2=chrinoid old one 3=conical great race 4=amorphous toadlike moon beasts (sadistic alien wizards) 
12 Tribal moon folk, these peoples will be convinced they are inhd6 1=selinite insect folk 2=grey gnomes 3=moon elves 4=star folk 5=crystal folk 6=mushroom folkabitants or castaways on the moon

Dome 5 Future Vault
Blated rocky ground with pools of slime. The centre is a semi-transparent lake of orange slime. If approached, humanoids will form and walk out and offer you to join them forever in the slime pool the ultimate destiny of all life in the future. They may share some wisdom and are unaware they are in a simulation. If rejected, the sad creatures will look at their infantile ancestors and walk towards them to embrace them in the pool of life. 

This is to teach the ultimate futility of life and progress to make nullification or reality seem like a mercy. Occasionally, some bad students are thrown in the pool for bad grades as a lesson to others. A few gnomes believe the pool has some uses or research value and most get assimilated.

There are no non-asimilated life forms to encounter. A few slime people might form from a pool to welcome you to the future.

Saturday, 1 November 2025

Dolmenwood part1: Best OSR thing ever?
























Im having a break from Patreon for a bit or charging for a while. Will be by updates on Ethyria book (another dungeon level and some other recent add ons) and a Chagrinspire book 4 this year. There is a post about that on my Patreon. I might be willing to work with a publisher. Basically my health has been poor and ive quit my studies. I am quite comfortable housing wise so better than i was 5 years ago starting my Patreon that kept me in gaming.

So my KS arrived for this and its the best campaign I've ever signed on for. Though I still like that Midderlands/Glenn Seal stuff tends to be very quick. All my outstanding KS books of last 2 years arrived. I was considering stopping them but this one has renewed my faith a bit. Possibly the MCC game was my least favourite for lacking lore and a campaign but did have awesome illustrations and did listen to complaints early on. 

So for my basic outlay, i got a dicebag (amazing quality and will be my standard - embroidered mushrooms and tough cloth. 4 large hardbacks 4 small adventures and a cloth map. So Im glad the money they raised went to tangible rewards. 

I did follow the odd Doomwood zines and campaign play vids and saw PDFs but the physical works are amazing.

The paper stock is thick and glossy. High quality stuff.

The fonts are a good size, I can read without glasses vs whole games, I can no longer read even with glasses

My only slight grievances is that the digital embossing on logos looks more digital than the artwork, and the blocks of text dont have ragged text that I find more readable. Possibly, some of the magic abilities have inconsistent duration/usage entries. 

Overall, it is an amazing five out of 4 stars, and I will cover the map and players' book here.  

The Map Book - over 50 pages no numbers
The map book flipping through, even knowing nothing of the setting, is inspiring stuff. It's also playable and a good size tp be usable. You can see the maps and learn about the setting, and even get ideas you can use. It begs lots of good questions. It is exhaustive but not overwhelming like say the 2 vol Glorantha hardback, which is the greatest game atlas ever. The forest hex maps are high-quality and detailed. The urban maps remind me of 70s children's book art and look like they would be wonderful printed on cloth. They are a bit more abstract illustrations than some players might be used to but have an in-world feel and are utilitarian. The cloth map is very high quality like flag cloth and quite crisp.

The Players Book - 192 pages
Probably one of the best players books for any game and one of the best retroclones. All the information sections are mostly on a single spread. Mostly it is very clear and detailed and not grinding axes telling us how to game properly like some other retroclones. It starts with a simple intro to the setting, 

Mechanics-wise wise its a trad older style retro clone on the simpler end on the spectrum. It still bothers with xp and saving throws I find a bit wasteful but I guess some ppl love them (i prefer stat-based saves and less scores on the sheet in some areas). Several systems in the game I have used in my own clone and good to see. I prefer it to OSE & shadowdark.  Creation notes and examples are good. It has BX style alignment, which still makes me scream inside as a Moorcock fan and prefer AD&D system. But at least alignment comes up here and is used in the game classes and spells. It has lots of options built in like choices of encumbrance systems.

Languages well resolved in the setting. The species are pretty amazing. Humans get a xp bonus. The non humans are al refreshing and weird. Elves are nightmarish. The distinction between mortal and faerie species are great and more resolved than my own ideas on this. Possibly RQ has made me a bit suspicious of goat folk but the Breggles are great. Moss folk, goblin folk and cat folk are more interesting than i thought. Every species gets a spread of background tables. 

The classes are good. Some of the abilities only give a +1, which i find a bit petty. The bard is fine and great for roleplaying scenarios and urban areas or trickery. I do like that the cleric is linked to a specific church and every spell has a description of a saint responsible. They have specific tenets lacking in most games. There are some optional orders providing bonuses much simpler than modern subclasses.

Friars are similar to clerics but less hp, less armour but better at survival and using the herbs buit into the setting. They are a bit less hierarchical and get an AC bonus that increases. They get a spell at 1st lv too. Enchanters get a detect magic skill, fairy magic and glamours which are more like powers than spells. They are also resistant to divine beneficial spells like healing. Its a very different magic systems than spell. Fighters are one of the least boring BX clone versions with 8 fighting style options. There are also knights and hunters. As the game has detailed camping and foraging rules the hunter and friar will stand out. Magicians are typical but have a detect magic skill and a list of starting books, which is great.  Theif is a more BX affair (no skill %). Low HP and a slightly nerfed Backstab. 

Magic is pretty interesting with the enchanter and other fairy abilities, and the Mossling knacks. Spreads on equiptment, armour, weapons, horses, hounds, lodgings, food, weird beverages, pipeleaf, fungi, herbs, specialists and retainers are all super conveniant. Spreads on game procedures like camping could be used in many games. You could steal plenty here to enhance other games. I suspect there are no grappling rules but might be wrong.

If you wanted to use the setting with OSE rules the species are on a older book which would work fine and you probably could use many features of this players book for a hybrid game. A final section includes noble houses, calender, moon signs and random gifts, Religion and versions of the species as class variants that I quite like for a more BX type game. Mosslings have a bit of text on fungal symbiosis power that might be uncommon or forgotten and I wish had more than cosmetic examples. I guess you could hijack medicinal fungal powers but the monstr book I think has only one fungi monster (the book has 5 but articles talk about 4 as slimes). 

Monster Book - 128 pages
Wonderfulbook not just of stats but lots of tables to use them, gossip, npc adventurers of various levels for npcs, other npcs, and normal animals. Inside covers have lots of encounter and other tables for quick reference. Each monster has 3 or so tables to generate traits and encounters. Its a good monster book with some unfamiliar and weird creatures.

Some Final Thoughts
There is lots to borrow and steal for other OSR games. Lots would fit in my own upcoming woodlands + faerie + knights setting, which I will revise in 26 and replace all the art. Recent Midderlands stuff would probably work here fine. I will discuss the huge fat campagn book detailing hexes and 4 adventures later. Overall, it has one of the better faierie are creeps games ever done but still made them playable. Very inspiring stuff. Its been a good few KS campaigns come in recently. So much so I dont know anything coming out in the next year I want. Im sure that wont last. Big thanks the the game creators and local distro aetherworks (I think i know 2 staff). Only a few weird old rpg books I really want now, except gods of the forbidden north vol 3. Im sure comics or Cthulhu will tempt my wallet. The simplicity of this game is refreshing vs the ridiculous complexity and slowness of D&D5. It definitely ranks in the high top 10 of my favorite gaming settings. Im sure it will influence me.

 


Wednesday, 29 October 2025

Mazes & Monsters



Dolemwood arrived - best ks ive ever done. Amazing.
RPG has several rules ive  used a while.

A greek mythic maze is a type of dungeon that mostly suck to run or play
Everyone knows just stay left trick it's like dungeon 101 basics.
What looks good on paper just doesn't run that way
You cant just give them a printed maze puzzle to doodle on?

Making a Mythic Labyrinth
These are cursed places 

1 Timers & Purpose
Use a printed map + a timer then every corner or intersection, roll some maze content, then cover the map until the maze problem is resolved. Puzzles and hazards slow players, so timed threats increase.

d12 Why Go In This Maze
1 Someone was thrown in or foolishly entered and needs a rescue
2 Monsters from within menace the countryside
3 A relic is inside, is needed by someone
4 Locals sacrifice victims to the labyrinth
5 Corrupt nobles throw in victims for sport
6 A noble offers a reward for anyone who can end the curse
7 A church offers healing and resurrection credit to those who end the curse
8 A cult worships maze and kidnaps victim,s to throw inside
9 A magician wants someone to end the maze master d4 1=want masters remains 2=wants a relic 3=wants to take over 4=wants to study it without personal risk
10 The dark powers made the labyrinth are also your enemies who have done you wrong
11 A god offers to reveal a secret to the mortals who stop the labyrinth's curse
12
 The existence of the maze is a curse on the land; if it ended, prosperity would return

d12 Why Build a Magic Murder Maze
1 To imprison monstrous god cursed offspring
2 As entertainment for sadists to watch via magic
3 As a form of state execution
4 To imprison a monster when killing it would offend a god
5 As a warning to commoners to behave or go in the maze
6 A tyrant used to throw enemies inside
7 Built by cultists to worship a monster
8 Built as a tomb or treasury to keep away theives
9 Built at command of a god to appease the gods anger
10 Placed to keep a magic relic from civilisation by the gods
11 Ruler was cursed by a god and the palace became a maze
12 Placed here by a god to impede mortal civilisation

d12 Time Factors In The Maze
1 Increasingly dense fog, every ten minutes, turn visibility is reduced until you can barley make out your hand stretched out. Might be toxic too 
save ot take 1hp damage each turn
2 Water level rising and hear rushing water
3 Lights dim in steps until magically dark
4 Vermin swarm encountered every ten minutes (could also be stirges, snakes or other pests)
5 Kobold skirmishers come from secret linked crawlspaces, each turn increases numbers and use worse tricks and tactics up to kobold heroes in goat chariots hurling incendiaries and smoke bombs
6 Every turn a stone wall lowers, sealing path behind the party. If trapped, the core monster gathers all its support to be ready for them and pay prepares traps and barricades
7 Dungeon releases geladinous polygon monster every turn, if more than one exits
8 The maze is full of statues, and every turn, the closest to the party comes to life to fight
9 W
izard summons more monsters the longer it takes to reach them, possibly with an item like a wand of summoning. They might send them into the maze or support the wizard
10
 Undead appear in maze every turn to hunt party, numbers increase or undead types get more powerful skeleton>zombie>shadow>etc
11 The core monster can summon lesser spawn of itself each turn and sends them to defend maze
12 Monster generator artefact buried under the core can teleport monsters around the maze, increasingly dangerous

2 Stocking Your Maze
Roll these as you go or pre-roll a bunch or just pick some stuff in advance
Feel free to alter frequency as required

d12 Maze Mysteries (roll every turn or dead end)
1-2 Basic Trap - mechanical or structural hazard
3 Magic Trap - a magical or supernatural hazard
4 Illusion Trap - distorts reality 
5-6 Decor - curiosities and time wasters
7-8 Item - junk lying about
10 Maze Wonder
 - curiosities and time wasters
11-12 Encounter - monster minions

These could be reskinned for different genres, such as a bio alien maze
Pits might go to a lower level, and sairs would be trapped, but I assume a one-level ordeal

d12 Basic Traps
triggers d4 1=tripline 2=preasure plate 3=baited 4=kobold oberator with spyhole
bait for trap d4 1=food on a gold plate 2=pile of coins 3=large gem 4=ring
trigger hidden by 1=rubble 2=bones 3=dust 4=tiles 5=illusion 6=invisible  
1 Alarm alerts inhabitants of intruders d4 1=rattling chimes 2=bells 3=shattering pots 4=silent but alerts core monsters of location on a panel with bells 
2 Net drops from above or from underneath and hoists to the ceiling
3 Snare traps a foot d4 1=lifts to ceiling 2=damages and holds foot 3=locks foot in mechanism 4=damages and poison
4 Edged attack d4 1=scythe blade 2=pop up spikes 3=spikes + poison 4=hooked spikes
5 Pendulum trap swings hazard into intruders d4 1=axe like blade 2=log on a rope 3=rock on a rope 4=chained spiked huge flail ball 
6 Deadfall drops material from above d6 1=rubble 2=caltrops 3=burning oil incendiary 4=cast iron hand grenaide with burning fuse 5=acid 6=rolling boulder from a shute
7 Projectiles fired 2d3 from concealed holes d6 1=2d3x darts 2=d4x darts + poison 3=d4x crossbow bolts 4=arbelast bolt 5=balistia bolt 6=2d4 stones or one brick
8 Pit d10 1=10 foot deep 2=10 foot deep + lid closes 3=10 deep + spikes 4=10 foot deep + poison spikes 5=10 foot deep with vermin inside 6=10 foot deep with monster inside 20 foot deep + bottom 10 flooded 7=20 foot deep + any of first d6 extras 8=lava pit usually nobody bothers to hide these 9=20 foot deep + slime 10=bottomless or teleporter pad
9 Barrier d4 1=portculis gate drops from above 2=wooden barricade or scafolding defended by monsters 3=stone door blocks escape 4=coridoor rotates sending intruders backwards 5=rotating wall sweeps into another paralell passage
10 Opens a door with angry creature d4 1=bugbears 2=slime or ooze 3=minotaur 4=ogre 5=troll 6=lion 7=automaton 8=giant spiders 9=hellhound 10=hydra  
11 Murder holes in the ceiling where a kobold crew wait, ready to pour death from above via holes or through bars d4 1=boiling oil 2=boiling water 3=burning oil 4=boiling lead
12 Arrow Slits where creatures inside walls can attack through while providing cover d4 1=kobold archers 2=kobolds with spears 3=swarm 4=giant snakes or eels

d12 Magic Traps
triggers d6 1=glowing runes 2=glowing barrier or surface 3=invisible ward 4=poltergiest 5=aliognment 6=carry magic 
1 Magical alarm or magic mouth appears to shout abuse
2 Magic missile will shoot once per round in range, often from an idol or gem
3 Burning hands will shoot from the floor orthe  ceiling with limited uses
4 Shocking grasp on a surface requires refreshing by caster or daily
5 Illusions see below
6 Wards deliver 2 damage per level d4 1=fire 2=cold 3=lightning, 4=necrotic to those who without password and half save
7 Wards deliver spell effect d6 1=cause wounds 2=hold person 3=fear 4=
8 Vapours d4 1=fog 2=sleep gas 3=acid vapour 4=poison gas 5=smoke 6=incendiary cloud
9 Curse d4 1=(-4) one stat 2=
(-4) to hit 3=crirical hit self on roll of "1" 4=cant rest 5=cant read 6=blind 7=mute 8=half Mov
10 Teleporter to elsewhere in the maze or 1in6 a prison
11 Summons a planar being
12 Maze Zone as per the maze spell

d12 Illusions Traps
1 Illusion concealing a basic trap d4 1=treasure 2=wall or floor 3=corpse or 4=wounded 
2 Illusion covers a passage with an illusion wall
3 Illusion bait lure for trap drawn from own mind with ESP
4 Illusion makes a dead end look like it has side passages or is longer
5 Illusion of hazard d4 1=fire wall 2=monster 3=force wall 4=wraith
6 Illusion concealing a monster in hiding, or makes it seem innocent or sexy
7 Illusion covers or bait for a magic trap 
8 Illusion of a trap or secret door to waste time
9 Illusion or coloured gas expanding
10 Illusion  of flood water
11 Illusion of cave in and quake
12
 Illusion of a laughing monster or planar being, or a deity 

d12 Decor
1 Mozaic scene or patterns
2 Fresco painting on the wall of attractive youths and beasts
3 Relief carving of supernatural beings performing a ritual
4 Statue
5 Fountain
6 Shrine or idol
7 Graphitti
8 Blood trail or handprints
9 Rat nest of scrap might have a trinket
10 Rubble and bricks
11 Remains of a gory feast
12 Flayed skin or corpse nailed to the wall

d12 Topics for Artworks
1 Underworld
2 Arcadian meadows
3 Sylvan woodlands
4 Hunting scene
5 Still life of food 
6 Battle scene
7 Monument builders
8 Vassals bringing tributes
9 King punishing prisoners of war
10 Ancient city 
11 Royalty or gods
12 Monsters slaughtering warriors

d12 Items
1 Coins d6 sp
2 Broken trap parts 
Bones all broken
4 S
hredded clothes
5 Spindle of thread
6 Chalk
7 Minotaur dung
8 Partly used torch or broken lamp
9 Several weapons, most broken
10 Broken amphora
11 Pile of skulls
12 Signet ring or tiny carved gem seal

d12 Wonder
1 Magic pool, well or fountain d6 1=heasls 2d4 once a day per person 2=holy water 3=mutastion 4=small elemental 5=slime creature 6=
2 Oracle shrine with a spirit d4 1=answer a y/n question per person daily 2=offers advice but long-winded and vague aphorisms to waste time 3=warns you of destiny 4=tells you a secret about your past
3 Sphynx Shrine asks a riddle and eats losers, but if answered correctly gifts magic item
4 Golem repairing damage or a kobold work crew from a secret crawlspace
5 Spirit shrine of the dungeon spirit that aids with a few spells and warns local inhabitants
6 Living statues guarding the passage
7 Puzzle to waste time with letter tiles in wall or floor, might give a reward to succeed d4 1=translate a text 2=maths problem 3=requires historic or religious lore 4=requires arcane theory
8 Lit by light spells or smokeless ever ever-burning torches attached to walls or glowing bugs
9 Talking idol can control a d3 magic traps
10 Magic item guarded by d4 1=naga 2=chimera 3=dragon 4=shedu
11 Magic Bell or gong with a mallet, each time you hit it 1gp falls out as long as the labyrinth is undefeated. Monsters know where the sound comes from
12 Spirit of a slain explorer tries to give you advice

d12 Encounters
1 Kobolds pour from secret crawlspaces and drains
2 Human 1=escaped victim 2=insane 3=seves the beast of the labyrinthe 4=doppelganger
3 Trapper or lurker pretending to be the wall or the floor
4 Poltergeists hurling rocks and bones
5 Shadows or non-material undead 
6 Minotaurs
7 Giant scorpion or spider
8 Doppelganger or lycanthrope
9 Living statue
10
 Mimic in the form of a treasure or door
11 Scorpion men or centaurs
12 Berserker warriors

3 Rewards of the Maze
Who is in the middle waiting?
Is there a quest item or treasure within?
Decorate the middle with some wonder and artwork to stand out?

d12 Core Maze Master
1 Enhanced minotaur
2 Cyclops

3 Nymph
4 Wizard or sorcerer
5 Bronze gpolem

6
 Medusa or Lamia
Gorgon Bull or Cateoblas
8
 Hydra or Naga
9
 Major spirit
10
 Elemental being
11
 Angel, demon, erinyes or planar being
12
 Petty godling

d12 Core Feature
1 Sarcophagus of an ancient ruler (monster's parent?)
2 Blood fountain that heals evil people, a d4 once per day, holy water destroys it
3 Mozaic tiles on the floor and walls depict mythic events of the maze's origins
4 Execution block for slaying captives and butchering them (may require a minotaur servant if no hands for the boss monster)
5 Dark pit into the deep with a metal grate, some older evil dwells below? 
6 An object like an urn with a bound creature within, if broken the creature obeys one order, the boss monster may use if in trouble and smart enough. It might be broken in battle
7 Monsterous offspring aid the parent and if not stopped, will spread the labyrinthine influence
8 A magic pool or mirror lets the maze master monster see anywhere in the maze and to direct minions 
9 Living statues 2-4 who protect the maze master
10 Portal to another maze or a maze dimension that restocks labyrinths
11 Magic nullification circle of magical writing
12 Cage with favorite captives inside d4 1=fanatic servants of monster boss pretend to be unhappy prisoners 2=wealthy noble youths will offer rewards for rescue 3=commoners thrown in maze to feed monsters 4=cursed prisoner cannot leave until maze monster dies and has important lost lore 

4 Finishing & Fog of War
Select your map and get to work decorating it 
Put a piece of paper over the top and a scalpel or cut out where players go for fog of war or trace map for them as they go. Layers on an art program can do the same. If ppl dont mark the way they come or take notes, they should lose the map behind them and be vulnerable to accidental backtracking.

d12 Final Tricks
1 A spirit in the dungeon d4 1=removes marks and messes behind intruders 2=controls traps 3=warns local monsters 4=whispers crfeepy things to intruders 5=blows out torches and lamps 6=all of the above
2 Everyone who dies in the maze, has souls are trapped as spectral figures wandering the maze 1=mute try to communicate for help 2=sobbing and follow intruders 3=gives a warning and vanishes 4=will aid fallen adventurer and halt bleeding or drag a body 5=moan loudly looking horrible 6=can attack
3 The boss monster at core when killed d4 1=creates a spectacular geyser of blood pours from air vents and covers the floor 2=see spectral spirits of all who died sigh in relief and depart the mortal world thanking their saviours 3=heavenly being appears to congratulate you 4=body crumbles into carbon revealing corpse of a cursed human within
4 An evil altar at the core can be used by inhabitants to d4 1=make a corpse undead with a ritual 2=summon a planar being or elemental, 3=commune with an evil being 4=grants spells to boss monster
5 Maze has lots of locked doors to be extra confusing and wastes time
6 When the core monster is killed building shakes and rubble begins to fall with a limited time to loot and escape
7 Magic locked cabinet holds an important lost relic
8 Statue in the centre is a living idol from an evil plane aids the labyrinth monsters and supports its power over the labyrinth. If the idol remains, it may resurrect the maze master and possibly gives them aid like spell effects
9 The labyrinth gate won't let you out, a magical lock for any trying to exit, but outsiders can come in. Some might have living statue guards that attack those escaping
10 When the cursed monster is killed, the artworks change from dark-themed to more holy subjects 
11 Bronze Cauldron ever full of monster food (rotting meat), with a monstrous face. Its a portal to the underworld if you crawl inside to a river of corpse parts 
12 Slaying the monster offends a god and the killers are struck with an ancient curse for 7 generations and need a quest to remove the divine trolling. God sends a wrathful vision to inform all of their fate