Saturday, 16 May 2026

6-Room Dungeon 11: Eldritch Monolith





































Please comment below for future posts

Hell Freezes Over - continue my hell series & expand my glacier stuff
or
The Great Dragonspawn Pits - where dragons breed and get ready for the apocalypse

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1 Redbrick
2 Goblin Mine
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

i will be doing a second set of tables for each type

Giger, the artbook for game Scorn and some of my past work on alien biozones in generation ships and my Xor setting. My Stone Age sorcery book had some stuff for this too.

Eldritch Monolith
In certain desolate places in the world, you can find prehuman ruins of the age of darkness. Each of the four directions you can find them, and there are some cities with eldritch catacombs beneath them. The largest are in remote or dangerous places thought of as lifeless. A great coastal city on the coast of the frozen north, a desert city sometimes revealed in the sand or deep in the caverns of the underland. The oldest ruins are for prehumans and possibly non-humanoid and the most alien. In the Middle period the various beast abhumans in service to the monster kings. The later ones even had humans and orc slaves and the demon gods and planar overlord idols will actually be familiar to modern peoples. Most people shun these places and priests will warn people of meddling with them. Humanity is better off forgetting these places. The interior climate may be very different to outside. They are often cool and absorb heat energy. May have mist inside or even interior weather in large chambers. Very little is flammable inside.

Doorways often have rounded arches, and some have membrane curtain seals.
Some have fleshy sphincter gates or toothy mouthlike portculis.
See through crystal pane or forcewall walls are possible.
Do add local environment decor. Is it in the sea or desert or snow?
Who came here and died in the last few thousand years?

d12 8Eldritch Monolith Decor
1 Obsidian monoliths or pillars
2
 Pools of slime, did one quiver?
3 Strange stone urns
4 Sealed pit or well with alien sigils
5 Statues, faces may be smashed off or alien beings
6 Black obsidian altar with weird glyph
7 Weird biological structures overgrown wall surfaces
8 Strange skeleton or mumified body or boney decor
9 Luminous bug colonies or glowing walls
10 Pools and puddles with scuttling trilobites
11 Squat idols, statues and strange sphinxes
12 Walls of carved alien text with occasional images or symbols

d12 Eldritch Monolith Hazards
1 Control altar, with a grid of holes in the top, some with coloured gems inserted. Playing with gem positions or adding them may activate effects. Removing gems may shut down basic functions like light, air, humidity, and temperature
2 Strange angles can be confusing and cause confusion or hypnotic states
3 Alien angles occasionally swallow someone into another dimension or some creature passes through
4 Corpses lying about, if disturbed, may reanimate and hunger
5 Mind of an ancient or alien wizard observes by scrying device
6 Guardian statues come to life
7 Swarm of insects or worms in strange nest colonies
8 Crystal cylinder with swirling pulsing slime inside, dont release the slime!
9 Pit with an improvised or damaged bridge over a chasm of slime and eyes
10 Frozen prehuman in a block of ice, warming the area or altering the environment will thaw it
11 Air pressure increases, causing bloody noses and headaches
12 Dormant eggs hatch if anyone exhales in area

d12 Eldritch Monolith Encounters
1 Swarm of invertibrates, flying or crawling. Worms, trilobites and flies are common
2 Adventurers from rival expedition d4 1=cultists 2=looters 3=wizard and guards 4=explorers
3 Degenarate cave-dwelling tribe or abhuman beast folk
4 Shoggoth out on cleaning patrol or formless black devouring liquid horror
5 Ancient golem or living statue, usually have monster heads or weird abstract figures
6 Undead cultists, tribals or beast folk
7 Floating aerial jellfish with toxic tentacles
8 Slime ooze or gelatinous monster
9 Undead wizard with a servitor or summoned monster guardian
10 Giant flightless bats or terrorbirds or Utah raptors or giant carnivorous albino penguins
11 Non-humanoid eldritch alien creature, now degenerate with a spear
12 Lobster octopus hybrid horror  

d12 Eldritch Monolith Static Encounters
1 Pit with broken seal. Shoggoth, a corrupt elemental or darkness demon, lives here
2 Huge occult sigil on the floor, a planar being is trapped inside
3 Gigantic tentacled frog monstrosity in a black pool
4 Camp of adventurers, may be occupied or might now be undead d4 1=cultists 2=looters 3=wizard and guards 4=explorers
5 Gigantic worm creature (possibly in a cocoon) it was once a wizard and can cast spells
6 Shadows and a wraith slumber in stone crypts
7 Invisible tentacled blood drinking horror from beyond
8 Undead wizard with servants studying ancient apparatus
9 Chamber with alien eggs covered in mist, ready to hatch. The mother might be lurking or dead close by
10 Pool crawling with slime, oozes and gelatinous beings 
11 Gigantic monstrous corpse with giant mites or leeches feasting
12 Elder crinoid alien wizard, barrel-shaped with tentacles, starfish head and shrunken folding wing membranes

d12 Eldritch Monolith Entry
1 Black obsidian tower with a strange ward on stone door slab. Inside is long abandoned but their is a stone lid covering stairs into the deep. A creature might use as a lair or shelter. Humanoids might use as a base. Haunting or guardian being likely also 
2 Icy cold black dripping cave in process of thawing. Frozen melting creatures here may attract carnivores or bears or even tribal hunters. Pools of pure water may have some trilobites or other marine invertebrates. Slippery, wet holes and pits go deeper
3 Dripping sinkhole into an ancient complex in the deep. What seemed to be a cave with cave art and bones of fallen prehistoric beasts has under calcium formations, has stone doors. Other pillars and features are strangely uniform and made by intelligence. A calcium-encrusted panel of crystals can be cleaned and used to open doors and adjust the environment and light. Tribal folk think this place is taboo. There may be a fallen madman, ghouls or undead megafauna in here or an evil guardian spirit. Passages go down to deeper chambers
4 Mysterious crack in the earth with a strange-smelling mist. Inside is a green crystal chamber with sealed crystal doors. They can be shattered or opened with spells. Crystaline guardians or statues may guard here
5 Mysterious crystal doorway in the cliff visible under certain stars. Can be detected with nagic or is you can see invisible. Magic might be required to open it. Inside is a humming, glowing chamber  
6 Beneath a stone slab with a warning script under a ruined old temple. Inside is a black stone chamber with sealed basalt doors. Some kind of magic trap is likely here, and a guardian protects and repairs the complex
7 Through a doorway high up on a cliff, mostly hidden by shadows. Difficult to spot and requires a climb to reach it. In the opening chamber with fossils in walls are remains of a ancient burial and older passages beyond. Undead or a spirit might dwell here
8 Passages in the bottom of stone sarcophagi in a ruined tomb. The passage is older and seems to be biological material like roots or bones or flesh. Creatures live in the walls and will swarm or ambush with hit-and-run tactics. Possibly worms, bugs or giant vermin dwell here, and passages go into the deep. Opening fleshy doors requires the manipulation of nerve ganglia nodes    
9 Circular, perfect hole cut into rock, possibly blocked with stones later. Chamber within with sloping passages and pit exits. The room is round or square and perfectly formed, possibly with magic or superior stonework. Weird loners, witches and cults like this haunted place for its strange aura. Animals shun it
10 Trapped temple ruin with warning symbols of the ancients. Wall art depicting the history of dealings with alien horrors of the outer void frames far older passages below. A guardian might be left to keep mortals out
11 Excavation site with mounds of dirt, dools and the exposed passage into the dungeon. Someone has come to this place with a work crew camp and worked this site. They found a stone-sealed door with warnings. Opening it killed the leaders and drove off the workers. The final pit has opened at least one stone door with various tents around it, with finds and rubble being sorted. Mounds of sorted broken stone urns, bones and fragments with symbols lay around the pit. A guardian will be hiding somewhere, watching 
12 Opened a portal, possibly activated from a scroll or by a relic leads to a portal entry room. Other possibly broken portals or teleporter pads are around the chamber. Broken masonry and dead intruders remains are scattered about. A guardian being protects the portals and some try to maintain the complex 

d12 Eldritch Monolith Sub Rooms
1 Slimy chaos frog demon bound here, released if opened
2 Shelves of alien tablets of occult lore of evil
3 Reliquary with an alien tool, weapon or magic item on a shelf
4 Stone sarcophagi with magic symbols, might be inhabited by sleeping being
5 Mumified corpse, possibly will reanimate or crumble to dust if opened
6 Slime or ooze creature currently dormant
7 Cacoon of some giant bug or worm
8 Pulsating, glowing organic globes with rapidly growing guardian creatures
9 Shadows or a wraith with funeral urns inside
10 Gas or foul odour and some creature corpse that melts into slime when open, may have toxic or diseased miasma
11 Creature in a stasis field with a gem-studded altar
12 Portal with a gem-studded altar, might be open to another plane, possibly elemental or a distant ruin or elsewhere in a complex

d12 Eldritch Monolith Main Room
1 Reliquary of artefacts. Polygon-shaped niches with crystal panes cover strange alien artefacts. Most are magical or biological specimens in a state of stasis. A control panel can open the screens and play sound recordings of strange speech or illusions of alien beings interacting or studying the relics. Guardians and traps are likely. The items do not operate like familiar magic items; most cost the user some resource or temporary attributes or levels. Some cause psychic trauma.
2 Stasis chambers with a polygon symbol on the floor, some are plain, others have a shaft of light from above trapping them in stasis like a crystal column. Each has a crystal control console which can release stasis-trapped beings or turn them to dust or trap intruders. Beings trapped here can be castly old or even recent bumbling thieves or cultists  
3 Portal chamber with a large portal with huge doors and stairs. Likely closed and locked with magic. Linked to an elemental world, some era in the past or a slimy demonic plane. Opening the door is likely to welcome invaders, and a guardian and a trap is possible to prevent that
4 Alien laboratory with a great central slab with benches around it with bottles and unfamiliar tools. Alien machines on armatures can be lowered from above to assist. Several crystal screens show images of past experiments if controls are touched. Cylindrical columns with bubbling fluids have strange creatures growing in them or possibly just brains and nervous systems or other horrors. Some former experiment or automaton might still remain
5 Alien library with vast collections of tablets, conical metal disks, metallic books and strange scrolls. Cultists and wizards may visit here, but a guardian stops you from leaving with books, even ones you brought. So more recent recognisable books will be here also, not just alien gibberish
6 Prison chamber with sealed pits on the floors, doors all around walls and possibly hatches in the ceiling. A central dais with a console controls all doors. Immortal gibbering mutants are in their cells cry for release. A warden of some kind might maintain the room and the prisoners 
7 Pit chamber with a great dark hole into the deep. Will be a walkway around or over it. A plarform where victims are hurled from. A gong or a horn or bell awakens the pit dweller or its minion. A vast slumbering alien god dwells here with its parasites  
8 Eldritch machine with strange apparatus. May be biological even a creature plumbed into the structure. Room surfaces hum and glow. Several gem control consoles control whatever operates here. Automatons or some devolved former operator might dwell here. Alarms or traps also 
9 Barrier chamber a polygon chamber but all doors are on otherside of a barrier of force, fire or some other threat. Maybe a wall of swarms or thorns. Small hostile creatures may defend the wall
10 Control chamber with hundreds of rows of gem controls. An operator automaton or a devolved resident lives here. A screen may show the complex and inhabitants or looped scenes of prehistory 
11 Forbidden Temple with alien idols and ornate art. Undead robed priests of a cult are here to question if intruders or new cult members.
12 Alien Sarcophagi chamber with some giant alien humanoid. It might be undead like a vampire and hungry if woken up. It will have weird treasures

d12 Eldritch Monolith Feature
1 Observatory with a domed ceiling, and diagrams of hstars on floor. Several control altars can project on the ceiling scenes of the heavens. See the celestial palaces of the star spirits, the heavenly citadel, the world tree, the cosmic mountain, the sun and moon gods in their chariots, selenites being enslaved by gnome troops on the moon, the planetary realms of the great gods and through the great dome into the realm of the outer gods where hungry beings swarm. A guardian of some kind, likely, but living or undead cultists likely too. 
2 Cosmic Egg, a glowing, enigmatic orb or egg is kept secure inside a forcewall or magical field. Might have a vacuum or different gravity inside. Is it s d4 1=doomsday device 2=egg of a kaiju 3=planar communion device 4=vision orb. May have a guardiam or alien wizards or undead cultists working the consoles
3 Genesis device, a great gold cube with a planar language script. Text may grow or the box can float so one person can move it at Mov3 (otherwise it weighs over a ton). If the control grid is tampered with it starts a countdown in alien voices. If opened d4 1=skeltal angels come out to kill all witnesses, then fly into sky forever  2=shoots a 6d6 lightning bolt each round at lawful beings until closed 3=liquid slime and mutagenic spores from abhoth the slime god who will form an avatar in some dark forbidden place to grow, the box held it in stasis. 4=seversal tons of flesh and biological structures grow out per round, smothering any who get close. It is part of Xor a dimension of infinite flesh and hunger who eats worlds. The box is guarded by some monster but the right hand gestures that it will back down. Well you can try and use human limbs anyway
4 Alchemical refinery with huge crystal vats where creatures are grown of kept asleep  for aeons. Some vats and an alien lab can be used for alchemy if you have enough materials. Constructs, golems or slime monsters might lurk here
5 Crystal chamber with crystal structures and surfaces of brilliant glowing consoles. An altar with crystal rods operated the chamber. Crystal sarcophagi for subjects are possible or a marked area of floor might have a marked area or geometric shape in a different colourA guardian or cultists might be here. The controls can use the power of crystals d4 1=open a time bubble for observation, travel, opening stasis boxes or disintegration 2=has banks of sarcophagi to drain humans and make into power gems to operate eldritch technology 3=crystal resurrection chamber 4 = convert organic to crystalline immortal life. Some kind of fuel might also be required
6 Stargate chamber with a coded locked console gate with an iris valve that transports targets to some mysterious location. Often has a guardian caretaker or cultists trying to open it. Controls can define where the gate opens d4 1=ruined alien city under the deep in the dark depths, opening this flooded chamber and starting a countdown to seal the complex 2 = alien monastery above the world with alien beings, possibly with automaton knight bodies in robes. They watch the earth, awaiting a new age of darkness 3=distant jungle temple or pyramid 4=lunar temple ruin
7 Vortex test chamber with alien machines, crystals and brains in vats, with a large inner crystal chamber with two doors to get in. Consoles surround the chamber where a subjects inside can be d4 1=environmental tests (pressure, temperature, atmosphere, temporal fields, mutagenic rays or elemental plane simulations) 2=vortex opens and can be used to observe banished hungry evil beings of the outer darkness and the can see back 3=conjure an elemental node where elemental beings can enter our world and provide energy or raw materials 4=can conjure beings imprisoned in a pocket dimension in stasis through a dimensional vortex
8 Arcane engine with some vast machine with crystals, jars of light, gringing pistons and unearthly noise and vibrations. Control consoles around the room control the machine, which may have automaton or undead workers. An exiled alien or wizard might use this as part of a sheme d4 1=machine that sucks souls and creates underad from victims in hopper 2=produces a shoggoth, slimes or flesh golems from protoplasm vats or throw bodies in hopper to make protoplasm 3=controls environment in the region, with quakes can raise or lower land level, or use weather or make a micro climate over a few miles 4=awakens kaiju across the continant and they start a terraforming process which might include their violent battles or love making
9 Pilot Throne chair on dais reached by stairs. Has control gem grids on arm rests and possibly a crystal helmet. Lesser control stations in niches or a pit surround the throne dais, and a great crystal disk is positioned in front of these. If touched, alien holographic displays flicker on, and the big screen may start. The complex is a star-travelling vessel, and a launch sequence to the moon, or some other world, may be triggered. Doors will close and the vessel will begin to shake as it rises, then accelerates into the void. Concealed niches with guardians might be ready to repel intruders
10 Colossal crypt with a huge ornate black stone sarcophagus weighing tons. A console might help open, revealing a crystal coffin with an alien vampire within who will awaken. It has unusual forms, powers, vermin it can summon and weaknesses to kill. Other ancient alien or planar beings might also be imprisoned
11 Alien sphynx on a dais in the middle of a chamber. It is streamlined and alien. If awakened, its eyes will light up and it will offer knowledge for knowledge. Often has a series of lesser sphynx more like faceless deco gargoyles who will protect the great one. This is a synthetic intelligence that dealt with humanoid minions for the masters and is used to communicate in any language via magic. Some include divination orbs to expand the sphynx range. It might offer quests to find cosmic secrets. Often better informed than most local beings here. It cannot be removed, but it can be destroyed. Some might be blinded. They cannot move but they can cast spells
12 God Prison, a great sealed pit with control consoles. Controls may open the pit for inspections or communication but sets off alarms, flashing lights, and release mist. Using two sets of controls at the same time, you can release the god who will try to eat as many as it can and gate away, leaving a portal behind them. Might be corrupted elemental or slime or living darkness or some more forgotten prehuman demon. Sometimes the bound god is being tormented for resources or magic power

Crystal control altars and you
Control altars have a grid of 2x2 or 4x4 8x8 or 16x16 holes for crystals
Moving crystals tend to alter their current function
Removing them shuts some systems down
Adding can produce obvious results, usually increasing lighting and ambient sound
The more gem slots the more powerful the system
Gems are red green blue yellow red green magenta, and orange
Blear gems are depowered and spent
Black gems are cracked and burned out

d12 Common Crystal FX 2x2 or 4x4
can be opened by anyone with a basic stat roll, given time and notes taking
eventually, with
practice, you can manipulate common consoles like locks
1 Lighting
2 Heat/Cold
3 Mist/Humidity
4 Complex vibration and hums
5 Klaxon or alien speech repeated
6 Seal or open doors
7 Illusions of past events
8 Atmospheric mix or gas venting
9 Magic items glow
10 Make petty spirits visible
11 Telepathic contact in an alien language
12 Attract wandering monsters

d12 Rare Crystal FX 8x8+
can be hacked with cryptography, given time and notes taking
eventually, with 
practice, you can manipulate like locks
1 Summon aliens from beyond
2 Summon spirits from beyond
3 Psionic attack from beyond
4 Everyone slowed or hastened
5 Open or close a stasis bubble (might unknowingly lose years or worse)
6 Telepathic contact from an alien mind
Open a portal or teleporter pad
8 Alarm increases wandering monsters
9 Causes mutations
10 Move the whole complex to another location
11 Anti magic zone - no effect on complex 
12 Increase or decrease dimensional barriers - might see things from beyond swarming like giant plankton in air or might see you too and attack or dimensional beings or effects dont work properly

d12 Where do I find crystal control altars or gems
1 Next to doors to open or unlock them, rarer ones are more complex. Used by ancients or wizards who want to impress with old relics they have obtained 
2 Room master controls for environmental settings, including strange light spectra, fog for humidity, heating, cooling and lighting. Larger ones have alien music and voices, and might project images
3 Long empty simple sockets might be on ancient stone monoliths to open concealed doors. Inside will be a chamber larger than is possible, with a more complex control altar inside. 
4 Four sockets in a stone wall, not obvious at all. Reveals secret, invisible, locked doors in a stone wall. Might be a single chamber or a base
5 Old temples may have a control altar hidden with warnings and traps to control local environment
6 On covers that lock metallic books of alien wizards
7 Local tribal leaders might have gems in their ritual dress and items and priests might have a control socket grid on a chest plate or helmet, possibly granting powers. They may know a secret site they use as a treasury or tomb and open seasonally
8 Prehistoric prehuman jewellery sometimes finds its way to collectors or wizards with gems or a control grid that can attach to systems with panels broken or missing but only simple ones
9 Later magic workers may have incorporated them into other devices, you will have to break them to use the gems
10 Might find a grid of gold with gems mixed with ancient treasure or it has been hijacked as a lock for a chest
11 Ancient crashed ornithopters or airships or aether flyers might have gems and panels. Long buried or undersea
12 Certain monstrous species use the gems and grids they hijack the function of. Mostly simple ones

Wednesday, 13 May 2026

d12 Potion mixing & maxing + can i pee in armour?
































Players had a copy of my secret setting notes from here by accident, kinda exposing some stuff, but it's manageable. When I make a setting book, I will have lore split for players and dms to aid this. The party has two more steps to circumnavigate the island. Mostly, they managed to get along with the last few cult towns. This time, they arrived at town, picked fights with mutant-hating bigots, set freak show critters free and burned the building with the corpse of the owner inside in hours. The mayor caught them and said he would not tell as he hated the freakshow. The next evening in next village, they visited a possible wolf witch and on way home by saw a cult ritual in the nice district and attacked, killing the village's hierarchy in one go. I guess they will get its a folk horror Ravenloft domain full of imprisoned jerks soon.

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Potions Potions Potions

Old dmg and 2014 have the FX table for mixing potions
Besides d100 so uncommon in dnd5 even more true for players
Maybe dnd and rq evolving away from each other more

One problem is that tables have lots of nothing happens, a waste of time...

d12 Potion Mixing
1 Undrinkable causes vomiting and d4 round helpless
2 Flatulence for d4 hours makes sneaking hard
3 Diarrhoea for d4 hours, stinky and slippery -4 all rolls
4 Hyper acidic melts through the vessel into the earth
5 Lose sense of smell and taste for d4 hours, everything tastes like vomit
Causes deafness, if save its temporary for d4 days (bats and other beasts may be blinded)
7 Causes blindness, if save its temporary for d4 days
Poison causes painful death or if save loss of half hp and d4 round helpless
9 Explodes 6d6 fireball or 12d6 to the drinker, save for half. If the drinker dies, then the body erupts into chunks and burns others in the area as a 6d6 fireball
10 Mutations d4 minor and one major
11 Polymorphing if you save its temporary for d4 hours and you have your own mind. d6 1=humanoid type or other living species 2=change biological sex 3=slime monster 4=undead 5=shrink to 30cm, not your gear 6=dinosaur
12 Permanant magical property and cosmetic effect, making the drinker a unique being. Might be linked to potion types or something else.

d6 Cosmetic 1=unatural skin and eye colour 2=glows especially during excercise 3=unatural blood and waste colour 4=body has unatural flavour and scent 5= Lose hair or super rapid growth coloured hair 6=semi transperant flesh

d6 Property 1=use one potion power once per day 2=
use each potion power once per day 3=no longer age naturally, slows by half 4=no longer require food, water, or to breathe (pick one) 5=regeneration 1hp per round, save each month or cancerous repair error turns you into a shoggoth over a month 6=gain a level 

But what if I buttchug one potion and drink the other?
Buttchugging potions and alchemical supositories take extra d4 rounds to work, so timing hard and bad effects of mixing slower also. It's a bit of a skill; some say it's more potent or lasts longer, but others say it causes liver failure and death if you get it wrong. Best ask old murder hobo experts in a quiet voice. Some say it's just preferred by weirdos.

Obviously, drinking-based healing potions can accidentally drown unconscious patients, so suppositories are safer if you dont have a skilled healer to force-feed healing items. Even a good berry is a choking hazard. Always ask permission before performing first aid. Armour might be a problem for some first aid or applications.

d12 Potion Types
1 Liquid, drinkable, 1 pint or 500ml bottle, dose per bottle, like chugging a beer bottle, round to drink
Liquid, drinkable cordial, teaspoon amount in bottle, often with d6 doses, instant if held, easier to give slowly to an unconscious person without drowning them
3 Liquid, splashed on the recipient, some use a holy water sprinkler and can be good vs enemies with some potions. half pint or 250ml bottle
4 Plaster, stick a square of sticky fragrant material on the chest, takes d3 rounds to apply and work. Their are rarer small ones in a small dressing come in a box of 2d4 that can be applied anywhere in one round
5 Pill, swallow, may be in a jar, box or hollow tooth etc. From pea size to unpleasantly large and choking, they taste nasty, instant if held
6 Sweet, soft, tasty candied morsels with some gold or silver foil, instant if held. Sweetmeats, 
7 Lozenge, fruit or aniseed popular flavours, though some weird ones exist, hard lolly takes d4 rounds to suck to activate. Some goblins place in gums before a fight and sometimes recover from unconsciousness a bit better. In jars or paper bags with 2d4. Some with powdered sugar 
8 Cake or cookie, delicious and takes a round to use. Often in a paper bag or luxurious box with several pieces or a whole cake with 6 servings. Tend to go stale, and they take d4 rounds of chewing to work
Syringe, may come with a 1-dose loaded syringe or a refillable syringe with a vial with 2d4 doses. Requires a healer or medical skill to rush in a round, not in combat
10 Supository, greasy rectally inserted pellet. Come in jar of box with d3+1, hard to use in combat, takes a d4 rounds to use, best in private on conscious, consensual patients
11 Ointment, applied to skin, takes d3 rounds, dose per jar, 1in6 chance of more concentrated and use less with a d6+1 doses. Takes d3 rounds to apply to work. Some versions are instant, but burn often used in contact poisons or traps. Blade venom might be included too - tales a round to apply and is instant on a hit. A dozen arrows can be applied instead
12 Vapour in a jar to inhale, common ones are 1 pint or 500ml glass bottle, better ones are crystals in a tiny jar you huff with d4+1 doses. Some are used in traps

d12 Discount half price potions with only a few side fx
1 Addictive, most common with healing potions 
2 Take 10 minutes to kick in and half the duration or effect
3 Save each use or throw up, tastes like rotten corpse juice
4 Save each use or take d4 poison or chemical burn damage
5 Makes hair fall out if you fail a save (some make you grow a d4 years of hair)
6 Makes you infertile if you fail a save
7 Diseased if fail a save
8 Reduce a random attribute by -d4 for an hour
9 Half move rate for an hour if fail save
10 Berserk if violence starts, will attack anyone still standing or moving for 2d6 rounds in next hour. After first episode, get a save to resist further incidents
11 See magical faeries and spirits sparkling around you and very distracting when they speak -2 all rolls for d6 hours. Feel numb and tingly
12 The next day their is flora of some kind growing on you. Requires removing the disease or surgery or burning (4d4 damage) to treat. Fungal, vegetal or slime, possibly infectious or spread to bedclothes and garments. When die will grow into a living mass, fertilising the area. Goblins might give to prisoners

.....Oh we only have defective potions left at the moment
Xtra common in goblin markets and dungeon shops or used by cheap monsters

Can I pee in armour? Google said this:
Active Battles: If desperate, knights would pee in their armour. The urine would drain through gaps in the leg armour, leaving the squire to clean the suit later. Adrenaline often suppressed the need to go.

Armour Design: Many suits of plate armour were not fully enclosed at the crotch, often protected only by a "mail skirt" or "faulds" that could be lifted. Later, 15th-16th century armour featured removable "codpieces" or "maille brayettes" (underpants).

Daily Life: Knights typically used toilets (garderobes) before putting on armour, as they rarely wore full plate for long periods.

Hygiene: While urinating was manageable, defecating was more difficult. However, the rear, or "arse" area, was frequently designed to be accessible (using faulds or a "rear culet") for easier movement and to facilitate bathroom needs


Sounds like expensive hitech armour is helpful.
Lots of plate armour was crotchless for ease of horse riding for longer than a joust.

Friday, 8 May 2026

d100 Worst Weird Inn & Guest Rooms



My current map with player exploration of my D&D5.5 game
Yellow is where players been and exploration has been fun
While we had 3 clerics nobody really imvestigated local customs or cults

Chumwater is the home base and helping locals recover from the fish cult
-revived brewing industry and kept inn open
-made deal with goblins for food and defence
-after loss of fishing now locals are farming barley and pigs
-made deal with smugglers guild and getting sea travel
-considering secret land routes of smugglers through tunnels

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I dont think i will get anyone commenting, they have had these happen like other posts
not in real life anyhow I hope

These rooms should be only weird rooms in an inn but the effect could affect multiple rooms. A haunted or fairie inn might have several bad rooms. These rooms will be leased out last. Furnishings might be quite fancy and old-fashioned in the manner of old people. Rooms might be run-down and unused or have blood stains. An evil cult run inn might have a few such rooms and will delight in what happens here.

Names of rooms can be simple and relevant but more poetic or litrtary.

d12 Sample Room Names
1 The Hell Room or the Damned Room
2 The Bad Room or Evil Room
3 Abandon All Hope Room
4 Twilight Chamber or Shadow Room
5 The Witch Room or Cursed Room
6 The Murder Room or Red Room 
7 The Elf Room or Goblin Room
8 The Dark Chamber or Dank Chamber
9 Nightmare Room or Screaming Room
10 Room of Woes or Vile Room
11 Forbidden Room or Weird Room
12 Blood Room or the Spirit Room

d20 Warnings
1 Locals warn of the famous cursed room 
2 Owners seem reluctant to let anyone use room
3 Hear a song about the room, possibly from bard or workers or drunks
4 Room is free if you want it and dont damage anything
5 Hear of past guest in room in gossip
6 Read about room in a traveller's guide or novel or graffiti
7 Room has lots of creepy decor
8 Room covered in webs and dust
9 You can stay but pay first
10 Someone recommends asking local drunk or witch about room
11 Local undertaker looking at you like measuring you
12 Several creepy locals mutter about you in surly manner
13 Staff wont do in or touch door and leave bags at door
14 Only one room left im afraid and you wont like it
15 Only one room left im afraid and its out of order right now
16 Its not to everyone's taste, we get people changing rooms from there
17 Its a funny room you see, some people get strange turns in there
18 I wouldn't let a good family person stay there
19 Its not in the best shape, its a bit rough for cusomers at the moment
20 Its a funny room sir, lots of people complain about it

d10 Quick Awful Room Types
1 Monstrosity - monster targets the room
2 Petty spirit - minor supernatural being
3 Cursed - some past guest cursed this place
Undead
Tainted
6 Nightmares
Witch cursed
8 Cult
9 Major spirit
10 Planar perils

d100 Worst Weird Inn & Guest Rooms
01 Mimic in the form of a chest or cabinet or even a mattress
02 Nest of vermin under the floor attack if disturbed, rats most likely
03 Stirge or giant mosquito or huge blood-drinking bat hiding in the room
04 Slime or ooze creature under the floors or in the roof enters through a crack
05 Goblin breaks in and offers some delicious magic faerie fruits, first taste free
06 Assassin from enemy or in the wrong room breaks in to stab the occupant and flee
07 Perverted gnome breaks and enters silently, steals clothes and shoes to sniff, but if stopped, will try to charm the inhabitant, give them a shrinking potion and escape to a secret burrow and make them do cleaning and chores
08 Doppelganger in disguise as a friend calls and asks to enter ot go for a walk
09 Familiar spying in service to an unseen master 
10 Phase spider in the ceiling or close in the ethereal plane
11 Poltergeist has a hidden knife in the room, will attack an innocent then  frame someone with the bloody blade
12 Poltergeist rattles and moves furniture. If you dont leave, they attack with objects
13 Phantom reaper appears and looms over you
14 Poltergiest under your sheets getting frisky and groping
15 Weeping woman appears, if you go te her crouched on floor she turns and you see her skull face and vanishes 
15 Poltergiest blows out lamps, packs your bags and slips in a note into belongings with terrible poetry 
16 A rodent like creature with human face creeping on the floor, it sasys go back to sleep its just a dream then scuttles into a hole and vanishes
17 If you dont prey before sleep poltergiest whips sleeper awake and throws stuff around
18 Small hairy person drinking from chamber pot looks embarrased and hides under the bed and vanishes
19 Horrible phamtom passes through room, save or scream
20 Dripping slimy phantom leaves luminous ectoplasm over room
21 Bed cursed to produce nightmares of witches making rest worthless. Awake clammy, cold and shaking
22 Any who sleep here develops symptoms of a common disease
23 Any who sleep here are infested with bedbugs or fleas or worms, they awake and lose 1hp a day, they recover no hp from rest and may spread the condition if not treated
24 Awaken with -d4 on an attribute when awake, recover 1pt per day. A spirirt is bound in the bed or it is linked to some supernatural being
25 Awaken cursed -4 on saving throws until removed, witch signs under mattress
26 Any sleeping in the room starts to see all kinds of small, petty spirits over the next day
27 Spiritual parasites infest sleeper. They have odd dreams and hear whispers. If invisible spirits are seen the tiny humanoids are lewd and make obscene gestures. Some sensitive people and animals get creeped out being near you
28 Spirit here decides to stay with you. It follows invisibly a d4 days before revealing itself. It offers unwanted advice on combat, romance, finances, diet and alighment
29 Slimy insectoid creature living in roof lowers a ovipositor through hole and plants eggs on the sleeper. The grubs hatch, eat their shells and enter the body. Survivor after a d4 days feels queezy when eating then explodes with huge grubs that burrow away and hide. With a save or help of a surgeon can keep alive but in agony and immobile for life without magic healing
30 Hags enter room when asleep through a painting or mirror and collect skin and hair to make a simulacra to do evil somewhere. Might hear them cackle as they leave
31 Tainted by mutants who rest here have or get a minor mutation. Smells of alchemy
32 Creepy ghostly eye spies on room but mostly its invisible
33 Strange spicy odour makes you have strange dreams of ancient peoples' everyday lives and burial of a leader. Someone unwrapped mummies here for alchemy supplies
34 Room feels cold and breezy hear chanting from some powerful magic here. Resting here is ineffective, and energy of one spell will disappear from your mind
35 Hear strange chanting whenever you try to sleep from under the floor. May be a secret cult shrine is active or just haunted below
36 Croaking frogs sing loudly, especially in air vents and roof. After a while as you sleep its like they are repeating some phrase over and over again. Favourites include Murder! Burn It! or the name of a frog god
37 Buzzing crickets start to sound like demons chatting and swearing
38 Hear dripping sounds then later wet footprints but no sign of water if you look
39 Surprised by bloody stains on room or on own clothes but they quickly vanish
40 Phantom orphans beg for food, disturbing your sleep
41 Sheet phantom in the bedclothes, might have a sheet ghoul covered in bed
42 Vampiric crimson vapour or black smokey wight or shadows pour in through crack to feed
43 Hear knocking sounds and something scuttling, stray severed undead hand is up to mischief
44 Phantom cat hisses from the darkness or a snarling phantom dog
45 Spirit of murdered inn guest or worker begs for release and justice in dreams
46 Spirit of a murderer caught here then hung in a gibbet by locals. Floating rotting fleshed spirit forms and seeks to stab or strangle the room's guests, deaths seem to be natural causes
47 After settle in foul stench starts and gets worse, eventually will save or vomit and need to escape. Room seems fine when you go back. A putrid spirit lurks here
48 Wood came from the cursed forest and spirit moves wooden items. Mostly it disturbs guests  to protest its condition, if faced with a threat or abuse it forms a wood golem to fight
49 Guests in this alchemy-tainted room, occasionally shrinking to bug size and struggling to survive until they recover in a d4 hours and pass out from shock. Lookout for mice and spiders
50 Room had a long term devil cultist resident and used for magic. Now room inspires dreams of murder and greed and once have this happen they notice rooms sinister nature and find some magic signs and stains
51 Any who sleep here dream of witches who tell your of some great peril to fear in the future, just because they gnow youll worry about it for maybe months. 
52 Any who sleep here dream bed becomes a desert where a black faced sphynx ofers you the means to contact dark gods beyond if you accept the beings mark 
53 Hellcat visits your dream and offers you aid for one year for your soul or to be coached into being a dangerous agent of hell
54 Dream of a perfect lover but feel drained (lose d8 max HP), a sucubus/incubus visits the character and regularly uses this room where many sordid deeds took place
55 Dream of being in hell with distinctive visions of certain devils and damned souls and the awful environs of the underworld. Awake in sweats with no effective rest
56 Dream of family being killed by some weird dream demon just to upset you, -2 save vs fear for a d3 days
57 Dream imprisoned in void by a shadowy alien goblin spirit thing for hours. It used your body for some purpose and it has a material body in a cave within a few miles. If resisted, the dreamer awakes with a memory of evil angry alien face
58 Dream of being lost in shadowy nightmare realm, harassed by screaming, hooting horrors in weird non euclidian ruins. When light of dawn begins, you flee to being awak again
59 You are lost within the roots of the world tree and explore for days, avoiding faerie beings until some talking animal aids your return to the waking world
60 On a staircase may go to the underworld below or the ruined lower levels of the city of heaven in the wilds of arcadia forests of the overworld
61 Dream of meeting an attractive witch lover and find a purse of gold for you in the morning or some good luck charm. Sometimes the witch raises a magically created child in faerieland creating potentially fully adult resentful offspring in days
62 Witch throws pebbles at your window and just wants some of your bodily fluids for a potion, will pay you in gold, extra if the witch can watch
63 Dream of being an animal and when awake save or you have that animals head now. Gift from a passing witch creating possible minions. She may be known to remove curse for cash or a soul
64 Awake to find witch familiar suckling at your weeping wound, it hisses and flees or vanished in smoke puff 
65 Witch whispers in your dreams, warns you of a supernatural danger or local peril
66 Witches in your dreams wish to divine your ancestry for magical reasons to see if your destiny awaits. May reveal some old family secret
67 Dream was at a wild woodland witch party with supernatural beings and wild beasts. Later you recognise some of the hills or mountains and feel you could find the location
68 Hear chanting witches talking in rymes about some future tragic event, might be personal or local 
69 Dream of childhood but this time in various scenes you notice a hag watching you and licking her lips
70 Witch in a dream offers a petty magic item for your hair, if you accept you awake bald and it takes a year to regrow. Assures you will cause no harm
71 Visions of a cult chanting in a cave or underground ruin, locals mention the old witch caves
72 Cultists enhanced by magic attempt to kidnap you
73 Attractive local asks to meet secretly in quiet abandoned place where her cult will stage an ambush 
74 Someone making bird calls outside window, robed cultists who make secret hand gestures to see if you are one of them
75 Find a cult book in room. After looking at it dream of a voice offering you power, revenge and forbidden delights if you join a local cult
76 Marked passages in a book are a code instructing how to contact the local cult with a dead letter drop. They will find you if you leave a note
77 Local cultist sends a message by spell, inviting you to a cult initiation with free sex and drugs and lashings of wine
78 Find a drawing under a chair or table, realise its a local map with a demon sigil marking a location, cults use this to contact travelling cultists
79 Mirror or artwork in room in dreams invites you inside, if you go inside meet cultists in a luxurious bathhouse. They offer you sensual delights and local power if you join them 
80 Find a secret panel of a cult with a map and unholy sigil, might be trapped or have snake or guardian inside
81 Faerie leader calls in your dreams for help
82 Local land spirit sends you dreams of some source of evil taint on the land or how to remove a local curse
83 Dream of a land spirit warning local people of some terror threatening area
84 Local spirit finds you attractive, dwells inside a painting, book or natural location like a pond or tree. Offers gifts and poetry then offers to meet in secret. Possibly human once
85 Local animal spirit admired you and will call at your window to sing or seduce with poetry in human form
86 Bombastic local spirit appears in the room in humanoid form, challenging you to a contest and gives a location to meet. Will offer wagers of silver or magic items
87 Dream of wilderness spirit who warns you of a ambush in your travels tommorrow you will recognise by the terrain 
88 Cranky old spirit appears in dreams demanding wine or other offerings to be brought to its shrine and a bit of cleaning from you. Might even give a reward
89 See various local spirits gather at your window nobody else can see. The spirits are trying to warn you a supernatural peril is after you. They include nature spirits and spirits of village objects and animals
90 Nature spirit appears and offers you a local quest and offers a magic reward
91 
Awaken to see imp on chest choking you for d4 damage a round
92 Imp offers you free spell tuition at the shadowy school of hell, just sign this contract
93 Dream an Imp offers you a soul contract to sign in blood in return for wealth or magic, higher the level the better the deal
94 Lesser devil or demon appears to taunt you in dreams and show what they plan to do to you. Assure you they are in their sight as prey
95 Dream of sad imprisoned being underground and a seal it wants you to break so it can be free. Might offer a reward
96 Dream of a past hero warning you of some old location they slew monsters at long ago has become dangerous again
97 Angelic being appears to warn you of a great peril brewing in the world
98 Feel air preasure increase and get a blood nose. A daemonic voce from beyond offers you terrible power all you have to do is say this name of a lord of the outer void and they will come to your aid. Your welcome for this great gift with no catches or returning the outer god
99 Strange angles in the warped room were used by a witch to communicate with elder spirits here long ago. A spellcaster can cast Contact Other Plane here without using own spell slots or power. The alien god offers visions of elder ruins from the age of black magic where the gods minions are imprisoned
100 A miraculous attractive being appears, declaring it is a god and wants some sex with a mortal who will survive. It promises to restore your virginity. The being is overrating its power and if humiliated or caught out faking it as a proper god will disappear. It will be vindictive and place hazards in the character's path to humiliate them. Supernatural offspring are possible and the being might even take unborn away with magic to raise in the time warping other planes. Children might be a potential enemy or back up characters. It might aid you at some future time, especially with its rival supernatural beings' unwanted lovers
99 Petty god currently bound in an object or artwork calls for help. It instructs how to break the spell but it cannot do it. A grateful being wants to hang around you a while or offer a gift or future aid. Some might be unwelcome  
100 Find a planar portal in artwork or mirror or closet. Might only work at night or the stars right. Creatures might come out or adventure may await within. d4 1=faerieland or the world tree 2=nightmare world or underworld 3=hell or demonic world 4=some alternate world

Thursday, 7 May 2026

6-Room Dungeon 10: Desert Ruin



I have post with more weird inn rooms ready...

Vote and comment below for next...
Other recommendations or requests are welcome

6-room Eldritch Monolith Dungeon
or
Hell Freezes Over - continue my hell series & expand my glacier stuff
or
The Great Dragonspawn Pits - where dragons breed and get ready for the apocalypse

-------------

Redbrick
Goblin Mine
Gothic Tomb
Magic Mansion
Glacial Chasm
Jungle Shrine
Underland Cavern
Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

mapping your 6 room dungeon

Possibly useful
https://elfmaidsandoctopi.blogspot.com/2022/04/necropolis-of-yor.html

I recomend dont just do egytian desert stuff with this (but do that too) try ancient Mederteranean or Iraq or Hitites even India has desert regions.

Desert Ruin
In the south are remnants of ancient kingdoms now deserts. Pockets of the age of Exilon still survive in places, but mostly it is ruins. Locals often shun these places of their ancestors, and zealots will protect them. Others come to rob these places, and tomb-robbing families trace their lineage back to times when the ruins were built. Undead, elemental beings and strange desert spirits may control a complex as a home. Desert factions like bandits, cults or kingdoms might use as a base or to extract treasure.

d12 Desert Ruin Decor
1 Huge pillars carved as gods or beast-headed beings
2 Sarcophagi or burial nich, sealed or looted?
3 Ancient text on walls painted or carved
4 Relief wall art or mural of historic or mythical events
5 Ornate stone brazier or altar
6 Idols or statues of ancient gods or just huge stone heads
7 Sphynx, shedu or griffon statues in rows or built into corners or doorways 
8 Ornate archway gate with lions or other beast carvings 
9 Amphoras stacked, broken pottery in heaps or huge stone storage urns
10 Figurines of workers or soldiers, often with model buildings and dioramas of everyday life
11 Sand everywhere or broken masonry
12 Piles of desicated corpses from builders, thieves or drugged sacrifices 

d12 Desert Ruin Hazards
1 Vermin nests with bats, rats, bugs or 
snakes 
2 Scythe or pendulum trap triggered by the floor
3 Pits with ghouls or snakes or scorpions
4 Trapdoor-covered pits with spikes
5 Dart or spear launching traps with poison
6 Deadfall or spike traps
7 Cursed treasures
8 Hostile spirits in artworks
9 Diseased choking mummy dust
10 Poison gas released
11 Living statues or golem
12 Sleeping undead in sarcophagi

d12 Desert Ruin Encounters
1 Skeleton or zombie or spectral soldiers
2 Giant scorpions or scorpion-folk
3 Undead abhuman beast folk warriors
4 Swarm of undead severed hands or animated canopic jar organs
5 Tomb robbers, adventurers or cultists
6 Mummy seeking loot, or a nice sarcophagus or some bodily fluids
7 Bat or bird-winged flying snakes
8 Undead mummified sacred animals (lion, crocodile, hippo, bull)
9 Moaning spirit or wraith
10 Hungry ghouls
11 Cats, vultures or snakes, possibly undead
12 Sand elemental creatures

d12 Desert Ruin Static Encounters
1 Wingless griffons or crocodile-headed lions
2 Sphynx or lamia or shedu or chimaera
3 Sarcophagi with guardian mummies
4 Cultists having a ritual with a priest or wizard
5 Insectpoid beast folk with queen, guard and eggs
6 Undead lycanthrope in partial beast form with undead pets and beast folk minions
7 Giant hive with giant 
8 Centaurs or lion-centaur or scorion-centaur 
9 Beast-headed demons with magic weapons
10 Naga or coutl or hydra
11 Elemental genius spirit like a djinn or efreeti
12 Desert dragon

d12 Desert Ruin Entry
1 False tomb chamber with empty sarcophagi and dust, secret doors hide passages to the real complex. Bandits, undead or beast may rest here sometimes
2 Ancestral hall with carved pillars with names of ancestors and dynasties. A cult of tomb guardians camp here and kill robbers and looters or foreigners. The rest of the complex is hidden behind stone slabs
3 Hole dug by romb robbers into a deep complex, bypassing the long destroyed entrance. The robbers might be here or have been killed by tomb guardians
4 Shrine where people come to worship with idols and carvings of old gods. Secret doors go beyond 
5 Crumbling tomb long looted with scattered bones and mummy fragments. Ghouls, robbers, jackals or hyenas may dwell here. Stone slabs conceal the rest of the complex 
6 Someone was mining bricks in a pit and exposed an ancient chamber with secret doors. Some guardians may have killed them
7 Sand has moved overnight, exposing the entrance of an ancient buried complex, perhaps the top of a pyramid, temple or tomb. Inside, some desert monster might be exploring or a desert or monster faction. Passages hidden by wall carvings.
8 Great ornamental bronze doors, beyond is an ancient entry hall. There may be castleations or troops here to defend the door. Defenders might be undead with arrow slits and a cauldron of boiling oil. The chamber within has crates, amphora and military supplies
9 Enigma Door: a magical puzzle lock opens this door to an entry chamber. Another puzzle or teap must be solved and secret doors found to advance. Two living statues or golems may be here as guardians. Correct knowledge bypasses these perils
10 Vast stone structure has a broken opening with rubble where someone tried to dig in. Though a hole in the structure, there are more passages. Guards may protect the tomb or thieves might be digging in. Otherwise, something in the complex might have come out into the entrance
11 A mighty but worn statue of an ancient god or ruler, in the base is a chamber with a shrine. Passages below might be concealed. Hermits, undead, cults, beasts or graverobbers might be here
12 A cliff with huge relief carvings in several ancient languages and huge profile figures of gods and kings fighting enemies and building wonders. There are open caves in the base, perhaps used by beasts or hermits, but a magic-sealed stone door requires words or spells to reach an entry chamber. More spell-trapped or cursed doors access other areas. 

d12 Desert Ruin Subroom
1 Shelves with tablets or scrolls in urns, many ruined
2 Crypt with sarcophagi
3 Shelves of canopic jars
4 Stored luxury furniture of the ancients, some have harmless petty magic
5 Shrine with an idol and an incense burner
6 Chest of treasure, cursed or guarded by a spell
7 Rack of ancient weapons
8 Well with washbowl, polished metal mirror and cosmetics
9 Shelf of mummified pets or sacred beasts
10 Niche for spare undead guards
11 Spyhole into another room
12 Chamber to see and speak through a statue in another room

d12 Desert Ruin Main Room
Garden courtyard with attractive murals, gravel courtyards and sculptures of animals. Often a fountain, pond or artificial flowing stream (possibly magic) and some have magic lighting. If lit may have real plants or animals. May have automaton or undead gardeners or some magic creatures like a sphynx or shapeshifting djinn. Inhabitants could be hostile or welcome with luxurious feasts and turn water feature into wine. They might hang kebabs on skewers and roast chickens in the branches of sculpted trees. 
2 Luxury courtyard with murals, relief wall carvings, statues or Shedu or Sphynx or other Chimaera. Guards or a wandering encounter might be here or their could have beings from the artwork appear here. There will be some stone benches to and admire the artwork
3 Funeral barge room has a large open space displaying a spectacular funeral or temple barge with luxurious carvings and gold leaf decor. May be suspended in a pit or in pool with a walkway. May have treasure or artwork inside for the afterlife. Undead or spectral spirits may be crew or priests performing rites here 
4 Chariot room displays a wonderous gilded chariot with rack of javelins and a fine gilded bow and arrows. The room might have statues of soldiers (could be animated) or even mummy guards and crew. The horses may be a pile of bones but might reform or have spirit versions. A skeletal or spirit version of the chariot may arise here to defend the complex. Some have several chariots
5 Bathing hall with pools and fine silk curtains. Glistening brass platters and wine jugs and carpets decorate the room. Spirits or undead beings from a past harem might live here and other family members. They might have been interned in a structure and then returned here for the life they knew. Might also be bound planar beings in human form, trapped here 
6 Library hall with shelves of stone tablets and scroll cases. Relief writing and images will be carved in wall for religious study. Spirit, sphynx or genius may guard the room as librarians and repair damage. They may not let documents leave but will let you read or copy here
7 Drill hall, a large room with cobblestones and wall art of marching soldiers with plunder and prisoners. Undead soldiers often drill here
8 Mortuary shrine with sarcophagi, burial niches in walls and under the floor. A shrine with statues of ancient people praying to worship ancestors and the family of the complex. It may be possible to contact ancients. Art depicts the historic struggles of peoples and then the age of wonder they build
9 Museum Hall with scenes of cosmos and creatures aranged by ancient taxonomy. Pliths and racks display ancient weapons, uniforms, tablets, idols of exotic materials and giant amphora possibly magically sealed with grain and wine. Some of the statues here are magical golem guards
10 Mousoleum with hundreds of niches and many large sarcophagi of some ancient dynasty. Wall art depicts journeys to the underworld. Undead of various type guard the chamber and offended by theives or ghouls might use this as family room
11 Pit Chamber with a long room with murals and some statues. The floor has multiple pit traps, small ones randomly and several large trenches crossing the room and making crossings hard. May be concealed and repaired by spirits but some might be broken with a body inside. Spikes, water, animal swarms are common. Smaller ones are self sealing as you fall in and they might flood with water, sand or a swarm once your locked in. Often guardians might ignore these traps
12 Reliquary hall with chests on plinths and collections of canoptic jars, cremation urns, idols, carved border stones, pillar with laws or history incribed and other sacred objects. Likley cursed and guardian statues will protect

d12 Desert Ruin Feature Room
1 Throne room occupied by a mummy lord or lich and court of undead servants, pets and lovers. There will be piles of trasure here
2 Temple with huge statues of gods, carved text and wall art. An altar and sacred pool are on a plinth. Often protected by undead clergy or golems. Holy objects likley magical relics  
3 Royal crypt with a ornate gold sarcophogi in a larger stone coffin weiging tons. Will be four guardian statues, angels, elementals, mummies, griffons or other chimera protect the crypt. The coffin is also filled with gold items and the mummy will hold other relic items 
4 Hive chamber overgrown by colonial giant insects nest like termites, ants, wasps, bees, worms or mantises. Possibly could have insectoid beast abhumans. They will have hoarded valuables and possibly prisoners. Their might be some spirit being encouraging them like one of the swarm beast lords  
5 Treasure vault with huge doors requiring tons of strength and a huge bolt and lock. Magic wards and other guardians like golems or undead. Inside will be a fabulous treasure in piles with urns of coins
6 Pleasure tesseract a multidimensional space with esher like walkways and gravity polarised to local surfaces to you can walk up walls and onto ceilings. Statues and idols and flying guardians like demons, griffons, harpies or gargoyles guard the chamber. Different surfaces might have weird magic traps but also an impressive treasure or artwork. Artworks on walls may be entrances to subrooms or pocket dimensions where characters in the art live in a time loop. The room might be bigger than the tomb or following the walkways may loop you to other side of the same space like an old platform arcade game. Some art might be used to teleport vast distances into other desert deathtraps
7 Artefact vault where a great artifact is indide a huge cage requiring tons of muscle power to open. The object is a large relic possibly requiring four or more to carry. It will be guarded by spells and curses but and possibly mummies, sphynxes or demons
8 Arcane Engine a magical machine used by alchemists and wizards for some great purpose such as d4 1=put in an animal and human and a two beast abhumans come out (possibly make halfling size ones with settings) or traps elementals and kills them then used to restore spent spells 3=opens a portal to various locations 4=golem or undead maker. It is a threat to the world order but may require souls or gems or chanting cultists to work. It cant be moved and possibly gods dont like it or it accelerates global desertification. Creatures in dungeon might be made here 
9 Alchemy chamber with great vats, amphora of rare materials, workbenches and shelves. Some alchemical life like slimes or golems might guard or work here. Possibly, tomb inhabitants might come from vats and work benches here. Often stuffed animals and mummification supplies might be here with canoptic jars and mummified pets
10 Underworld gate here is a vast gate requiring tons of muscle to open. Beyond is a passage to the land of the dead. An avatar of an underworld gate is here to advise you or welcome you. It will explain the rules. It also keeps things in the underworld but the sealed doors work better. Often statues and spells guard the door also
11 Eldritch prison where some evil god or being is imprisoned in agony. They may be trapped in an object like a statue or sealed pit or chained in torment. May be tormented by lesser beings or snakes. Magical guards and spells will warn you away but the bound god offers absolute power, immortality and other fabulous prizes. Other evil beings like wizards or demons. The torture devices restraining the prisoner may be ornate and gold, perhaps in the form of a giant scorpion with claws and sting or several scorpions. 
12 The Arcane Pit with one or several great pit portals. Perhaps sacrifices were thrown in or beings summoned here. Some might have bars or stairs or individual locked doors. Used for planar travel or distance transport. Pits may fall into darkness or have an appearance suggesting a destination like flames, black tentacles, lake of slime with eyes  

Tuesday, 5 May 2026

An expert class for my retroclone?


Desert tomb next - i just had this a while

As our December holiday game has kept going and we are 1/3 way through a karma pool to build a base/nightclub/crime empire run ethically not for profit but keeps us looking wealthy to impress the world of spies, pimps, drug dealers and science villains we deal with. It's not for personal profit we promise. We have super ape accountant on the team to watch the books and make our crime untrackable just like real gov agents and black ops. We just had a moon adventure. Our GM Richard mixing Dr Who and Avengers TV shows of 60s - we met cybernautmen.

All this has given me more time to write rules. I had some ambitious class ideas which need lots of work so Im instead going for more combat and skill based classes as I think modern D&D has too many magic options compared to just skilled humans. So I wanted more classes without magic.

Im open to an alt name suggestions. This is still in the works.

Its based around a theif but not a theif. It is a bit less combat-oriented.
In part it is for NPCs and retired adventurers.

Multiple Classes in my BX based game
In my game, you can change your class several times, then flip between them for level-ups as you please or whichever you used the most. If you start non-human with a species-based class, you can adopt any of the main classes. You can have an extra class per point of INT bonus. I don't recommend it for the magical classes much - even one level in something else makes you possibly a spell level behind a one-class character. I think non-magic classes its less of a problem. A "human" could change their species by taking a species class, but you can only have one species class. My giant class makes lots of changes when they hit 8 feet tall. One level in dwarf and then 4 as a specialist fighter might be pretty good. This expert class will be a common one to split classes with, and many retired adventurers might adopt this. Crossing race as class with class switching and no special species LV cap gets rid of lots of objections i get to BX class as species.

Expert
A class of skilled professionals. Often are storekeepers or traders or inventors or alchemists. In a technological setting, they would include technicians, pilots, medics and scientists. Most start as apprentices or students, then become journeymen or tutors before becoming masters or grandmasters in a trade guild, workshop or school for their profession. The specialists of this class have different skill benefits

3x arms skills - (eg blades, crossbow) +1/3 lv
6x arts skills - (eg Merchant: evaluate, bluff, bargain, streetwise, search) +1/lv
3x languages +1/lv
+1 to hit per 3Lv and d6 HD
light or medium armour any weapon up to d8

Enhanced Craft
+4 on a starting specialist skill at L1

Get a tier Craft bonus effect:
Lv1-4 x2 or x1/2 or +2
Lv 5-8 x3 or x1/3 or +3
Lv 9-12 x4 or x1/4 or +4
Lv 13-16 x5 or x1/5 or +5
Lv 17-20 x6 or x1/6 or +6

Your multipliers can be used generally on your specialist skill roll to
-reduce material cost 
-reduce task time or make duplicate effects in the same time
-various benefits based on specialisations
-When the multiplier rises to x4 can split it up into two lots of x2 instead
-When the multiplier rises to x6 can split it up into two lots of x3 or three lots of x2 instead
-Every new extra multiplier, you get an extra +4 on a different skill within your specialisation
-In some cases, expressed as a + number as a modifier or for uses

Crafter
-Any craft skills for making goods with your hands, including repair
-Multiplier fixes more HP, AC or other damage on repairs
-Make more goods or faster
-Gain a multiplier as a + on item hp
-A multiplier can be used to increase the value of an item made in a good market
-Followers are students and shop guards or doormen

Healer
-Any healing skills, usually First Aid or Herbalist or Surgery
-Multiplier can increase HP healing or perform it faster
-Make more herbal potions, enhance the effects or store longer 
-Followers include students and stronger orderlies

Pilot/Driver
-Any vehichle skill (boat, ship, chariot, aircraft, shuttle, car, airship, bike)
-Each multiplier can be used for an extra 45-degree turn per round, acceleration, deceleration, jumps or other feats
-If steering and firing forwards with a built-in weapon 
or ramming, use the multiplier as a +1 to hit. Armed crew also get this plus for forward fire or melee range
-Followers include crew like gunners, engineers, crafters for repairs, guards

Merchant
-Any merchant skill: 
evaluate, bluff, bargain, streetwise, search
-multiply the monthly profits (after costs) of your business by clever bookkeeping and weasly finance tricks or reduce your taxes and tariffs
-multiplier increases odds of finding uncommon or rare items and magic items
-Followers are assistants, shopkeepers, crafters, guards or doormen

Gunner (archaic muzzle-loaded weapons, could do a crossbow version)
-Black Powder (half load time and no fumbles with black powder), Firecraft, Gunsmith, Quickdraw (handgun), Quickload (-1round load time), Alertness
-Multiplier as a + reduces loading time on normally slow weapons
-Multiplier as a + to hit on Handgun, Longarm, Gunnery, Artillery
-Multiplier as extra shots if the weapon permits or multiple loaded barrels
-Several pistols work well, quick to reload
-Followers might be gunnery crew, gunsmiths, powder makers or musketeers

Alchemist
-Any alchemy skill
-Decrease the speed or cost, or increase the amount you make
-Multiplier as a + to hit on thrown potions, grenades, incendiaries or bottled liquid attacks
-Multiplier is a + on the number of recipe slots you can remember
-
Followers are students and shop guards or doormen

Athlete
-Any athletic skill, groom, intimidate, any saving throw
-Multiplier is the number of bonus athletic actions you can make 
-Multiplier is a + on saving throws and Mov rate
-Followers are students, masseuses, servants, drivers, bodyguards or doormen

Investigator
-Any sensory or social skill 
-Multiplier lets you use more skill tasks at the same time, read the room and people faster
-Multiplier as a + on Initiative
-Followers include students, assistants, a bailiff or bodyguard, a specialist in a skill

Scholar
-Any lore skill, Scribe, Caligraphy
-The multiplier lets you study, research, read faster or write more
-Multiplier as a + on all lore skills you have
-Followers include students, assistants, scribes, servants, guards

Enhanced Followers
-Employees, assistants, crew or guards expand your business and status
-Will employ others for specific jobs or even stay home while the crew go on an adventure
-Gain one zero-level follower each level from 1st to 2nd Lv
-Gain a d4x zero-level or one 1st Lv follower each level from 3rd+ (5th Lv+ for other classes)
-Include pets (guard dog or pack animal), an apprentice d4hp with arts background, or a d6hp guard with an arms background

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This needs work

But lots of npcs would take it and i can see players taking one level 
this might be more appealing at high level when you do more domain than dungeons
or a level to buff your main class abilities
-wizard to increase research speeds
-thief might do it to boost lock skills 
-dwarf might use to improve crafting or mining skills
-the gun and xbow possibility might be slightly abused for the + to hit - its not so bad
-possibly if i finish my alchemy rules might mesh with this system
-ive considered some other abilities for each subtype or make some new specialist skills they could employ  or have lists like my alchemy skills - abilities like: sharpening +1 damage until first blow on edged weapons (maybe stack to +2 or +3 higher level) 

The gun and xbow thing makes them kinda dangerous as guards, but also weaker than fighters in most cases in the long run.

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The followers worked ok in playtest - here is what i did with one over 4 levels
This gang with light crossbows would launch impressive volleys

1st Lv - d6hd thug with porter and club skill
2nd lv - d6 crossbow guy 
3rd Lv - 1st lv crossbow guy, other guys go up to 1st lv
4th Lv - 1st lv crossbow buys, others up to 2nd lv

even a 4th lv merchant might like a bunch of goons like this as guards
so a passive main character running armed goons might work well
they could go in the dungeon while main character runs the camp