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Friday, 19 June 2026

6-Room Dungeon gothic tomb revision 3





































Origional Series
1 Redbrick + Update 1
2 Goblin Mine + Update 2
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

mapping your 6 room dungeon 

Environment 
Dungeon Defence
Conditions
d12 Sounds & Smells
d12 Rumours
d12 Missions
d12 Factions
d12 Allies 
d12 Enemies
d12 Special Treasure
d12 Special Feature 

Environment
Brick and stone with ornate pillars, grand staircases, ornate often gloomy themed art and stone carvings. Often has religious and underworld images. Moss and lichen may grow over surfaces. Dead floral wreaths, offerings and cobwebs might be commonplace. Doors are solid to keep out robbers. Some have magic traps and seals or more mundane traps. Robbing grave treasure and corpses is a concern of these complexes. Magical lighting is common but torch brackets, lanterns and candles might pe present awaiting someone to light them. Many tombs have slabs on the floor covering graves, niches in walls possibly sealed for coffins and stone sarcophagi are common. Secret doors may be included if someone feared being buried alive or for repairers or religious offerings. 

Dungeon Defence Conditions
5 DEFCON Blue - Peace 1in12 encounters
-quiet like the grave, all seems silent, undead are at rest, seals intact
4 DEFCON
Green - Increased intelligence 2in12 encounters
-some undead wander as seals broken, intruders like thieves become likely
3
DEFCON Yellow - War Ready 3in12 encounters
-gates and doors barred and locked, traps set, guarded chokepoints, poltergeists active
2 DEFCON Red - Ready to deploy 4in12 encounters
-more powerful undead and followers hunt for intruders, haunting phenomena & spirits arise
1 DEFCON White - Total war imminent 6in12 encounters
-spirits and walking dead active and waking dream hantings overlap reality with illusions 

d12 Sounds & Smells
1 Bell tolls
2 Chains rattling
3 Moans or screams
4 Drips or running water but none in sight
5 Monk chanting or choir music
6 Scraping or dragging stone sounds
7 Smell of musty mould spores
8 Smell of dust
9 Smell of incense or dead flowers
10 Smell of decay
11 Rotting odour
12 Smoke

d12 Rumours
1 These tombs, once defiled, have roaming 
angry undead at tomb robbers
2 If their offerings stop, the dead become hungry and crave living flesh
3 Some undead guard their own tombs, others hunt the living out of spite
4 Beware spirits that can possess the living, maybe have some code words
5 If you die in a cursed place or are killed by some undead, you will join them
6 A priest can help a tomb robber, but the right priests don't approve of graverobbing
7 Some undead can be put to rest by helping with their unfinished business
8 Often, a central cursed figure has damned the whole tomb with restlessness
9 Necromancers pay for bodies and might help deal with undead, just watch them well
10 Cults of the dead love such places for the vibes or might long to embrace undeath
11 Sometimes, the undead fight and rob or eat each other. Some even cheat on their spouses
12 Some undead can be bribed with grave goods, tomb repairs, offerings or a kiss on the lips

d12 Missions
1 Clean and repair the tomb on the inside, dont hurt my snappy undead family members
2 Undead nobility are awakening other dead and mobilising them from the tomb
3 A treasure was stolen from our clan and buried in a tomb dedicated to the grave gods
4 An undead has used magic to hide their form and seduce locals, find and destroy them
5 A clan of ghouls have a nest and is ravaging a local graveyard and breaking its wards
6 Scholars want to see the undead up close, so they need escorts and an exorcist for a haunted tomb
7 A hill tomb was unearthed by amateurs, now a prehistoric undead king is roaming by night
8 Locals have died and returned as undead. The original creature is in a local tomb
9 An undead noble has demanded 3 brides and has taken his first victim into their tomb
10 A local person has been seen feeding and talking to undead but they were wearing a hood
11 Medical students angered a tomb complex and the dead have declared war against the living
12 A sorcereror was buried in the tomb with some unusual instructions and since then weird lights and walking dead have been seen around the tomb. A walking mass of worms in the form of a humanoid has been seen comanding the dead. Go stop it

d12 Allies
1 Grave cultists preserve the sanctity of tombs and repair them. They worship the dead and leave them gifts. They use magic to not offend the living and most often guard entryways. If found deeper, it will be to guard an important place
2 Giant spiders eat all kinds of giant corpse-eating bugs and theives. They may choke areas in webbing or occupy a whole chamber or lurk in the ceiling
3 Grave spirits will invisibly watch the tomb and will awaken the dead; they may be appeased at a shrine. May act like a poltergeist and use traps or thrown objects
4 Necromancers might set up here to create the undead and the evil vibe of the tomb. They might respect or compete with intelligent undead
5 Living statues, gargoyles and golems are costly, but effective defences so the dead can rest 
6 Elemental creatures may be bound with magic as part of a tomb's defence
7 Grave Jackals burrow into tombs as homes and keep them free of giant rats and theives. Also add to the clutter of bones. They serve underworld gods
8 Spectral figures, most like dreams or illusions acting in loops, some armed ones can fight and cause real wounds and others will talk for hours
9 Shadows can form from partial remnants of a departed spirit or even come from the underworld. You can sate them with sacrifices of burned offerings or wine but they really want to drink your strength
10 Spirit folk might live inside part of the tomb alone or in a group. They often willingly maintain the place, or they might be imprisoned under a great curse. They appear as tomb residents and are accepted by the undead as locals. Their alignment can vary wildly (d4 spirit folk changelings 1=beast 2=elemental 3=outer planar 4=plant or fungi)
11 Certain fungal life forms help protect the tomb and dont menace the undead. Ambulant fungus includes giant puffballs, shrieking mushrooms, mould, exploding tools, and ultraviolent flesh-rotting toadstools. Too much fungus will eat the dead and encourage monstrous life 
12 Upper or Lower Planar creatures might be bound or be summoned as part of tombs defence 

d12 Enemies
1 Ghouls eat tomb dead, even undead and are smart enough to deal with cults or crime
2 Invertibrates might break in the tomb to eat the dead, some sentient
3 Vermin swarms like rats, flies or tomb wasps might form nests
4 Fungus colonies can thrive in a tomb, and fungus-born undead dont sync with regular undead. Will attract bugs, lizards, toads and goblins
5 Slimes and oozes might clean some rubbish, but will eat the dead if given the chance
6 Tiny goblin kin like gremlins may infest a tomb and defile the dead
7 Giant ants or termites decide to move in, and some rare ones might deceive the undead
8 Graverobbers clans are thieves who have robbed the dead for thousands of years
9 Resserectionists are necromancy students who rob corpses to fund tuition fees
10 Dark faerie spirits come through roots and fugal tendrils and stay for the vibe. They may take over ur create own undead to surplant locals. They also add their own defences and decorations
11 Ghostly spirits may live inside artworks in eternally recursive events. Some may come out to possess a human or might form a body and desire to interact with humans. They might help noble intruders or fall in love with them. Forfilling their life mission or confronting them with their remains might make them pass on, but the first one is less traumatic 
12 Abhuman beast folk are invading and may have control over some locations. Their priests may have managed to herd the undead so the basic goons can build barricades. Beast folk could be huge abhumanoids, changeling spirits or small furry friends, (include d12 1=rat 2=badger 3=mole 4=bat 5=worm 6=pillbug 7=worm 8=fly 9=vulture 10=raven 11=wolf 12=spider)

d12 Special Treasure
1 Warding sticks that mark an area protected by a magic trap
2 Grave seal protects a door or a sarcophagi lid from intrusion and the body inside from being available to evil powers
3 A giant toad which sits on a treasure pile of d4 x1000 coins, can be lured off with giant bugs and possibly tamed
4 A golden necklace of protection but really it holds a malicious spirit that controls the wearer
5 A family heirloom magic weapon +1 and (d4 1=cast light on command 3x a day 2=detect magic x3 a day 3=+2 vs undead or other monster type 4=intelligible and cast cure light wounds on self once a day)
6 Gold ring with a gem (d4 1=protection +1 2=free action 3=featherfall 4=resist fear)
7 Holy symbol with (d4 1=+1 use of holy power a day 2=+1Lv with one common spell 3=+1HP on healing spells 4=cure disease once per week)
8 Grave Diggers Spade d6 damage 2=h weapon 2d6 vs undead with material bodies, dig a cubic foot of earth a round
9 Sickle of the Grave, a silver-bladed +1 sickle d4 or d6 to undead, 1in6 instead a scythe +1 2d4 or 2d6 vs undead, leaves a silver streak and an eerie sound when swung at the dead 
10 Potion of the grave, makes you invisible to non-sentient undead for d d4+1 ten-minute turns, a favourite of grave robbers
11 Sacred Incense, a cone of compressed sweet holy spices and resins, one dose makes an area repulsive to undead as a stinking cloud spell for ten minutes. Smart undead will complain and be disgusted, others will shuffle away. Incorporates some dust of a saint
12 Zombie Potion, a black brew poured on a grave animates an intact corpse as a zombie. It obeys for one hour before it gets bored and wanders off on own

d12 Special Feature
1 Underworld portal is sealed by a magic puzzle and guarded
2 A black and purple crystal grows in a corpse and helps animate the undead
3 An ancient book of evil was lost in this tomb. Various evil factions want it
4 A mischievous spirit living in the tomb has been leading the undead to raid the region
5 A cursed relic here is reanimating the dead, who are resentful and moan a lot
6 Undead servant faction fighting for control of the tomb
7 A famous historic character and some minor ones are buried in this tomb
8 A long-lost song is supposed to be recorded in tomb art
9 Ancient tomb murals can be haunted and the spirits live in a tiny looped world within 
10 A powerful undead thrall of a dark lord has come to the tomb to corrupt it to darkness
11 An older sub-level from prehistory or prehuman times can be found going deeper
12 Various undead, haunted art, spirits and beings in the tomb form a community and gather to gossip, they talk lots in combat and unite to avenge dead undead friends

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