Im much more inclined to give players enough rope to hang themselves than railroad people. Much like old-school games with pages of rules limiting what character types can do like race level limit. I am backing away from taking longer to explain exceptions than the basic rule requires.
Some top tips if you want to shun danger, villany and witnessing unwholesome acts. Remember, combat systems are for crime. Of course, you can start a business, get married and raise a family thats fun too.
Some top tips if you want to shun danger, villany and witnessing unwholesome acts. Remember, combat systems are for crime. Of course, you can start a business, get married and raise a family thats fun too.
Top 12 Things to Avoid in the Worlds of Elfmaids & Octopi
1 Travel, it's a terrible disappointment, and you are likely to be ambushed and killed
1 Travel, it's a terrible disappointment, and you are likely to be ambushed and killed
2 Buying or renting a haunted house or cult house, even if cheap
3 Go live in a murder hobo shanty town and claim a dungeon to loot
4 Stake a salvage claim on one of the sealed prehistoric wizard towers in the ruin districts
5 Find isolated frontier villages and investigate cults, and find their hidden lairs
6 Try to cross the straits between Exile Isle and the continent by the undersea tunnels
7 Do not visit Chagrinspire or the wastes around it, its horrible and sad
8 Dont move to Shadelport and look for work, especially avoid the gangs
9 Avoid elves and faerie folk from the other side and refuse their food or offers of sex
10 Dont eat or drink mutagens or be tempted by awesome powers; most end up broken beggars
11 Dont seek out ruins and dungeons full of treasure, monters and traps make it not worth the risk
12 Never visit other dimensions like elelmetal planes, the underworld, the abyss, the world tree, the heavens or the outer void or Xor the living world that wants to eat out world. You imperil yur soul and all reality medling in what no mortal can comprehend
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6-Room Dungeon Kit 1
Draw 6 boxes
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6-Room Dungeon Kit 1
Draw 6 boxes
draw line from one box away from one box and away from all of them
this is the passage to the surface and the enterance of the dungeon
pick one room to be the feature room usually the furthest from the entry
the other rooms are major rooms
roll for doors and what is behind the door
-corridors should link rooms
-add sub rooms as needed
now fudge any results to incorporate 6 rooms
connect the rooms and try to have loops in the layouts
The feature room is likely a dead end also
You may add extra subrooms as you please, especially to the feature room or corridors
-Decor (art, decor and scenery. Might have clues)
-Hazards (dangers like traps or other dangers)
-Wandering monsters
this is the passage to the surface and the enterance of the dungeon
pick one room to be the feature room usually the furthest from the entry
the other rooms are major rooms
roll for doors and what is behind the door
-corridors should link rooms
-add sub rooms as needed
now fudge any results to incorporate 6 rooms
connect the rooms and try to have loops in the layouts
The feature room is likely a dead end also
You may add extra subrooms as you please, especially to the feature room or corridors
-Decor (art, decor and scenery. Might have clues)
-Hazards (dangers like traps or other dangers)
-Wandering monsters
-Static monsters
-entry way (front entry)
-subrooms (one square mostly like cells, quarters or storage and dead ends)
-major room (quarters or utility rooms) with d4 doors
-feature room (dramatic room for climactic boss fight) with a d4 doors
d12 Doors
1 Light door no lock 1in6 sticks or creaky
2 Light door with trap hazard
3 Light door with lock
4 Heavy door 1in6 sticks or creaky
5 Heavy door with bar or bolt on the inside and a window or peephole
-entry way (front entry)
-subrooms (one square mostly like cells, quarters or storage and dead ends)
-major room (quarters or utility rooms) with d4 doors
-feature room (dramatic room for climactic boss fight) with a d4 doors
d12 Doors
1 Light door no lock 1in6 sticks or creaky
2 Light door with trap hazard
3 Light door with lock
4 Heavy door 1in6 sticks or creaky
5 Heavy door with bar or bolt on the inside and a window or peephole
6 Heavy door open but will slam shut and lock with trigger
7 Barricaded or boarded up
8 Iron bar gate with lock
9 Portcullis gate
10 Wizard locked (requires a password) or hold portal
11 Secret door with lock or trap
10 Wizard locked (requires a password) or hold portal
11 Secret door with lock or trap
12 Secret door into an escape passage outside or to another room
d12 Behind a Door
1-2 Narrow passage - d3 doors
3-6 Hallway, a wide passage - d4 doors
7-9 Sub Room - dead end
10-11 Major Room - d4 doors
12 Feature Room - d4 doors
Redbrick 6-Room Dungeons
A common dungeon type due to many kobolds being born with the instinct to make redbrick-lined tunnels and dungeon complexes that other humanoids then covet as lairs. Once they get this big kobolds will have populations explode, and their dungeons grow like wildfire. Locals who know of a kobold dungeon will do their best to have someone take care of it. Other monsters often drive kobolds away for the dungeon so the process starts again. Kobolds just seem to be born with the urge to make bricks, dig and build similar style complexes. Several of these may join up to form bigger dungeons.
d12 Redbrick Decor
d12 Behind a Door
1-2 Narrow passage - d3 doors
3-6 Hallway, a wide passage - d4 doors
7-9 Sub Room - dead end
10-11 Major Room - d4 doors
12 Feature Room - d4 doors
Redbrick 6-Room Dungeons
A common dungeon type due to many kobolds being born with the instinct to make redbrick-lined tunnels and dungeon complexes that other humanoids then covet as lairs. Once they get this big kobolds will have populations explode, and their dungeons grow like wildfire. Locals who know of a kobold dungeon will do their best to have someone take care of it. Other monsters often drive kobolds away for the dungeon so the process starts again. Kobolds just seem to be born with the urge to make bricks, dig and build similar style complexes. Several of these may join up to form bigger dungeons.
d12 Redbrick Decor
1 Loose bricks on the floor
2 Bricks are loose from the wall due to damp
3 Dripping water has worn a drainage path through stone
4 Worn edges, especially around door frames or steps
5 Moss or fungus grows where water is dripping
6 Chalk graffiti usually contains obscenities to enemies
7 Builders marks for future construction
8 Wooden crate a trap came in or even not yet installed yet
9 Kobold idols often of ancestors or a humanoid form of the dungeon spirit
10 Kobold mural showing them punishing enemies with their gods
11 Hole with a barricade and an under-construction sign
12 Scaffolding with some tools or paint
d12 Redbrick Hazards
1 Tripline and poisoned crossbow bolt trap d4 1=light 2=medium 3=heavy 4=repeating
d12 Redbrick Hazards
1 Tripline and poisoned crossbow bolt trap d4 1=light 2=medium 3=heavy 4=repeating
2 Concealed pit trap + d4 1=spikes 2=monster 3=sealing 4=water
3 Flamer trap 2d4 fire from a piston or dropped incendiary, save halves
4 Scythe trap often in doorways, stairs or tight spaces. save or d6 damage
5 Pendulum trap often on passages or doorways d10 save to avoid
6 Portcullis gate blocks the passage
7 Magic mouth yells threats and attracts monsters
8 Deadfall trap d4 1=d6 loose bricks 2=2d4 acid 3=d4 poison caltrops 4=2d6 stones that blocks passage
9 Monsters released from a secret door
10 Idol contains a petty spirit like a poltergeist, and often has interesting stuff to hurl
10 Idol contains a petty spirit like a poltergeist, and often has interesting stuff to hurl
11 Mysterious, delicious magic pie from the dungeon divinities (see random dungeon pies)
12 Illusion covering a trap d4 1=chained maiden 2=treasure 3=sasuages 4=cake
d12 Wandering Monsters
1 Kobold civilians visiting
d12 Wandering Monsters
1 Kobold civilians visiting
2 Kobold labourer crew with tools good as weapons d4 or d6
3 Kobold skirmishers with tiny d4 bows, d4 sling, d6 javelins
4 Kobold warriors with shield and d6 weapon
5 Yappy guard dogs are checking out the scent or noise
6 Giant vermin d4 1=rats 2=ticks 3=ants 4=beetles
7 Rust monsters escaped from the pen
8 Crab spiders on the ceiling
9 Giant lizard/s d4 1=ghekko 2=skink 3=monitor 4=chameleon
10 Gelatinous cube for cleaning
11 Boss kobold in goat pulled chariot with crew and retinue running close
12 Owlbear hunts kobolds or anything larger
d12 Static Monsters
1 Giant rats or rat swarm
2 Wooden houses for stirges
3 Kobold spell caster with followers and a pet
d12 Static Monsters
1 Giant rats or rat swarm
2 Wooden houses for stirges
3 Kobold spell caster with followers and a pet
4 Kobold boss with chariot and elite followers
5 Of duty kobold labourers and guards relaxing
6 Kobolds training with weapons or working with construction tools
7 Giant spider d4 1=trapdoor 2=tarantula 3=net casting 4=black widow
8 Giant snake may have decorative holes to help it ambush
9 Petty dungeon spirit may appear as a kobold with some worshippers
10 Living statue
12 Mimic or trapper or lurker
d12 Entry Content (roll d4 extra doors)
1 Garbage and bones and a swarm of rats or a hazard 1in6 old outcast kobold begging
2 Painting or sculptural kobold mouth gate, usually locked or portcullis
8 Giant snake may have decorative holes to help it ambush
9 Petty dungeon spirit may appear as a kobold with some worshippers
10 Living statue
12 Mimic or trapper or lurker
d12 Entry Content (roll d4 extra doors)
1 Garbage and bones and a swarm of rats or a hazard 1in6 old outcast kobold begging
2 Painting or sculptural kobold mouth gate, usually locked or portcullis
3 Kobold hunters butchering giant rats and local pets
4 Kobold family having quality family time with a picnic, its not their fault their harmless family customs and grandmas skull collecting seem like diabolical acts. They are having a wonderful time and making memories
5 Monster lair, but it tolerates dungeon inhabitants who raised it or is chained to limit its attacks
6 Murderholes crewed from above d4 1=boiling oil 2=boiling water 3=boiling lead 4=archers
7 Gatehouse with guards in secure positions with baricades, arrow slits, a locked gate or other preparations to defend the room from outside
8 Water fountain with quality water for visitors' refreshment 1in6 are wird magic pools or a water weird that tolerates dungeon inhabitants
10 living statues or a gargoyle, activate if the password not given
11 Occult symbol on floor, activates spell or summoning if password not given
12 Adventurers' heads on spears with bloody graffiti scrawl threats to intruders
d12 Subrooms
1 Empty, just a few bones and cobwebs 1in6 chance od a secret door to a passage or outside
6 Murderholes crewed from above d4 1=boiling oil 2=boiling water 3=boiling lead 4=archers
7 Gatehouse with guards in secure positions with baricades, arrow slits, a locked gate or other preparations to defend the room from outside
8 Water fountain with quality water for visitors' refreshment 1in6 are wird magic pools or a water weird that tolerates dungeon inhabitants
10 living statues or a gargoyle, activate if the password not given
11 Occult symbol on floor, activates spell or summoning if password not given
12 Adventurers' heads on spears with bloody graffiti scrawl threats to intruders
d12 Subrooms
1 Empty, just a few bones and cobwebs 1in6 chance od a secret door to a passage or outside
2 Latrine pit 1in6 home to a monster that regulars appease with scraps or bones
3 Garbage pit 1in6 with biodynamic monster to consume waste d4 1=swarm of rats 2=swarm of flies 3=ooze 4=dungeon pigs
4 Prison cell d4 1=bones 2=surley unpopular kobold 3=human 4=monster
5 Storage for boxes of junk and 1in6 chance of d4 1=monster 2=small treasure 3=chest of weapons and armour 4=crappy looking old bottle with a potion
6 Mushroom Larder - grows giant mushrooms on shelves, some sickles and a tiny watering can
7 Larder - with preserved kobold snacks d4 1=turnips 2=smoked rat sausages 3=jars of pickled giant centipede eggs 4=1in6 has a noisy guardian pet, screaming mushroom or alarm
8 Vats for making kobold beer and dungeon wine
9 Laundry with drying racks, brushes, tubs, a well and a drain
10 Well with buckets and rope plus d4 1=tentacle 2=fishing rod 3=kobold child's toy 4=croaking frog at the bottom
11 Shrine with a creepy idol of a dungeon spirit in kobold form. Creepy idol has some offerings of d4 1=insence burner 2=bottle of beer 3=pipe and pipeweed 4=pile of turnips. May have a poltergeist or petty sprit residing in the idol
12 Old, crumbling books and documents, 1in6 chance of a basic spellbook, map or magic scroll
d12 Major Rooms
1 Barracks - with tiny triple bunks
2 Training room - with targets, dummies and a fighting pit
3 Kitchen and mess hall - often a pot over a fireplace and benches of tools, tables and chairs
1 Barracks - with tiny triple bunks
2 Training room - with targets, dummies and a fighting pit
3 Kitchen and mess hall - often a pot over a fireplace and benches of tools, tables and chairs
4 Farm room with tubs of fungus, pens for dungeon pigs, racks for egg laying iguanas and dairy and meat bat cages
5 Smithy - crafters making weapons, armour and tools. May have some slaves. There are d6 chests and a d4 extra sub room doors for the armoury stores run by a quartermaster
6 Torture chamber - where kobolds with whips torment prisoners with 2d4 doors to cell cubrooms. Sometimes, if there are no prisoners might be just recreational kobolds on kobold torture
7 Mousoleum with niches fur burial 1in6 may awaken undead if graves are robbed, kobolds make them offerings and prayers to return to rest. There will be some small treasures in the sealed crypts. Some may have stone crypt lids in the floor
8 Tavern where monsters relax, eat, drink, fight and complain. Lots of vice and monsters may be more relaxed or drunk and beligerant or fearless
9 Sweatshop often with prisoners or kobold underclass making handicrafts d6 1=weapons 2=fancy shoes 3=cheap tools 4=fake potions 5=fake saint relics 6=fake antiques
10 Combat arena where kobolds watch gladiators, monsters and prisoners who fight to the death
11 Family room where kobold elderly look after children while others prepare food and perform crafts like weaving or toymaking
12 Monster breeding room with pens with monsters in breeding pairs and young in smaller cages. Giant rats in cages are also fed to other monsters. Several kobold keepers here will release pets if intruders enter. These kobolds supply other dungeons in the area with pets and creatures. Sometimes, a druid kobold will be here helping with breeding or an alchemist feeding mutagens to monsters
d12 Feature Rooms
1 Lower level entrance - stairs with a locked grill over it, surrounded by relief art of kobolds facing something in the lower levels. A section of kobolds guards the room and a boss has the keys to the gate below
1 Lower level entrance - stairs with a locked grill over it, surrounded by relief art of kobolds facing something in the lower levels. A section of kobolds guards the room and a boss has the keys to the gate below
2 Kobold hatchery with hundreds of eggs and tended by mothers with tribal pets. Gifts and offerings for these prolific mothers brought by suitors are in chests. Baby kobolds sleep in various makeshift cots like draws, weheelbarrows, baskets and sawn open kegs. The lead mother is a spell caster blessed by kobold mother gods. A small army will grow from here
3 Hall with benches for seated kobolds drinking, banging their mugs and singing to a kobold bard show. Kobolds leaders of several tribes are here to plan future expansion in the area. There are many bags of copper coins and kegs of kobold beer
4 Dragon cult shrine with idols of dragons and dragon folk, a cult of reptilian kobolds with a priest in dragon robes. They might have a baby dragon, some eggs or some draconic pet. They also have draconic jewellery and ancient coins depicting dragons and mother tiamat
5 Diabolical cult shrine dedicated to hell. Depictions of devils and imps in hell adorn the walls and are featured in statues. A diabolical priest (likely a kobold) leads a coven of 12 kobold cultists. They have chests of red-gold coins with tridents on one side and lords of hell on the other. They might have a hellish pet or a summoned devil servant
6 Water cult shrine with various ceremonial pools. A kobold priest with followers bathe in the pools, relaxing. When danger threatens, they leap out and some have fishy or frog features and weild tiny tridents. The flood is covered in several feet of water and some marine pets will wallow in the water. There will be piles of silver goods and a water-based magic item
7 Fire cult shrine with burning braziers and a volcanic vent. A cult of fire kobolds led by a magic caster is here calling on flaming beings from beyond. Often have a pet fire beast, piles of gold, metal goods and a fire-based magic item
8 Earth cult shrine with pillars and a crude prehistoric stone altar. There are severed heads in niches in the pillars and stone bowls of blood and several sickles. A cult led by a spell user are involved in rituals. Often have a pet beast and piles of bronze metal goods, silver and gold arm rings and torcs and a earth based magic item
9 Air cult shrine with a high ceiling and flying pets or winged kobolds. Many kobolds here with missile weapons with stairs and ladders to wall ledges. Thier is a pit sacrifices atre hurled down. Their may be elemental guardians and an air related magic item and other loot
10 Laboratory - with a wizard (possibly a kobold) with some bodyguards and pets, possibly a construct or monster creation. Work benches, vials, furnace and documents. Racks of ingredients, possibly expensive, explosive and flammable are displayed. Fire here could be dangerous and could make gas if burned or mixed. Several potions and formulas may be found
11 Temple - often with a public ceremony in place or with priests at work. There will be several statues and often several static monsters as guards and sealed crypt sub-rooms. Gold ritual objects and idols of kobold gods can be found.
12 Throne room with a large chair for the ruler 1in4 with their mate beside them. Elite guards and a pet will be in the raised area, and supplicant kobolds or visiting faction ambassadors. Often engaged in business or legal matters. A kobold herald may accept you waiting for your turn. There are valuable treasures stolen or crafted on display





