Tuesday, 17 February 2026

Barking Alien Challenge day18: How to we get around?





































Most of the continant has highways linking all the capitol cities. 
In empire era there was a messenger postal and stytem now evey kingdom has own tax and customs. There were coach houses and identical inns all along the highway and the Emperors law ruled on that road and was keen to execute bandits and highway robbers.

Their are river boats and coastal biremes and triremes around most of the continent but impirial navy ships were snatched mostly by the new states that emerged in the civil war. The pirates and merchant princes of Shadelport operate the most advanced sailing ships and more often use blackpowder, They dominate the seas between all lands and have enclaves in all four directions. They run all the sea trade to the western colonies which helped them break away from the Empire centuries ago. The other four directions have a mix of sail and triremes for trade. Northern longboats from the north are very successful. Colonies of the east trade. Islanders travel all over the world use huge canoes and catermaerangs ans sailing rafts and the pirates trade with them. Many peoples ships are poor at navagating out of sight of land. 

The inner continant is a nightmare of tribes, wilderness, barbarians, orcs and abhumans for travel. The north has more mountains and Auldwood smothering huge areas and growing. Whole kingdoms of non humans hide in these lamnds and strange creatures rome. The older nature religion and gods are stronger here.

Chagrinspire is between the barbaric wastes and auldwood. In ancient times they had airships travel the world. Actually they did better than that assaulting the moon and the celestial palaces of the stars. They had many golem powered vehichles and rail systems. Their are road routes to the north eastern kingdoms. 3/4 of the outer wastland has some friendly patrols now.

Dwarves, goblins, gnomes and others have riddled the world wth passages, many now resemble natural caves with cave art on the walls painted long after, Dwarves had great underground highways other peoples now use. Their are caves and routes under the straits between Ecile Island and the continant used by slavers.

Slavers used Chagrinspire and the underland for slavery transit. They in fact sold humans as slaves and sacrifices for centuries. Underground humans decend from these slaves. The adventurers in Chagrinspires wastes have been destroying slaver routes. The gnomes seem to be operating the clone labs of the apocalypse war to sell humans to the underworld peoples and wanted the slavers gone. While slaver secret routes are mostly shattered there are people who know how to find them but there is more danger now.

Horses are not to be ridden by non nobility.
Riding horses and war horses are for the rich. 
Cart horses, pack horses, plough horses and draft horses are common but so are oxen.
Often these animals are leased to peasants in return for cut of produce.
The wastes around chagrinspire have a diseas in the soil fatal to horses, as do the western jungles and why the crowded warring kingdoms kept fighting instead of facing the cult and monster filled jungles.

Goats, ass and donkeys are used as pack animals.

Exile island has many species of animal found only in one of the compas directions and not the central continant. Their are llama, two humped wooly camels in mountains and many flightless birds. Pack reptiles and invertibrates from the underland are seen occasionally without much screaming. 

Daily travel costs
Travel as extra guards is the cheapest way to get around just join the caravaneers guild to help you through customs and get work quickly. You get suplies for travel and paid 1sp a day
1sp a day with own food or horse in Silver class, camp with caravan or arange own inn stay
1gp a day with food and a carraige in Gold class, servants will assemble tents or sleep in coach

This works for land and sea but sailing away from sight of the coast requires x5 or x10 cost from the Pirates of Shadelport. Some travel cheap with the islanders but the can meander while traveling the worlds oceans. Travelling into the wasteland or deep into Auldwood are rare and even getting close to them on frontier can double proices of food and travel.

A wilderness guide helps if you do travell the secret paths of the world.
They charge for a specific route a lump sum and the more dangerous or weird the higher the cost.

Planes
Their are portals and nodes of the elements and faeriland paths but most humans never see one. People do fear them greatly as they feature in stories about evil wizards. High level adventurers make their own routes. Their are some hostile planes that make links to mortal places that are harder to detect. Faerie and nightmare planes, or the dungeon dimension, hell, demon planes or Xor the world that eats other worlds. Their is a cosmic tree that can be used to travel dimensions and is inhabited by faerie beings. Its roods are in the underworld gnawed by evil dragons. Its branches reach into the arcadian plains and woods around the citadel of the heavens. 

Monday, 16 February 2026

Barking Alien Challenge day17: Wars & Battles?



So what famous battles or wars happened?

The world is shaped by great wars and apocalypse.
These great ages were ended by war and they are featured in myths and the arts.

In the timeless dawn age where gods and their servants walked the world, there were battles but the dead returned to life and were restored. That age ended by a unity of evil gods tempted by the older gods of the outer darkness. They used the weapon death to kill beings, by trapping their spirits in the underworld or using them to fuel magic. This weapon was a modification to the world and with it came time, disease, hunger and more.

The age of darkness lasted thousands of years. Various abhuman species serving demons and evil gods formed a pact and ruled the monster empire, which covered most of the worlds surface. The monster kings did fight and the worm and bug lords were enslaved by others for food and new monster kings. They admited birds and bats into their hierachy to replace the old ones. At the end of this age the 7 monster kings were reliant on orc and human abhumans who revolted. Demihumans who hid joined them and the gods returned. After this war humans shunned all the arts and sciences and magic and lived as beasts in caves for thousands of years. Some areas the gods dropped mountains on became seeds of an underground civilisation where the failed evil god cults could survive.

Necromancers studied the occult secrets of monster kings and built stone cities and called armies of the dead to conquer the central continant. Many fled but eventually the barbarian orcs, humans and abhumans came from the wastes and killed the wizards and destroyed their writings. A few death templar cities survived ruled by death templars and undead wizards.

The world went back to the age of stone and bone

Elementalists united many gods and magical traditions claiming the elemental unity could rule the universe in harmony forever. They copied many ideas of necromancers and did rule the central continant and spread beyond to the other four directions. The unity collapsed over time as tricksters turned the elemental temples against each other. Many elemental cults to this day prefer one element and shun the unity. Barbarian humans, orcs and beast folk abhumans again destroyed this civilisation.

The elementalists had spread religion and technology over the continant and people did not forget arts and writing this time. People built city states dedicated to the gods. Many barbarians were assimilated or when they vonquered a city were assimilated in a few generations. Cities unified and kept barbarians at bay. Elemental and nature gods thrived and it was the Age of Exilon. At the peak of this age many great and terrible empires emerged from unified city states and warred with each other. The last necromancer cities were conquered. The Arcane Empire emerged as the leader ruled by wizard-priest kings. Fringe civilisations developed demon cults to resist and so the gods acted. A great apocalypse occured and vast areas were flooded. Peoples fleeing this spread civilisation to lands untouched for millenia including the north. This disaster caused wars and conflict that wrecked most vivilisations. Barbarians survived intact and finished off the rest but acepted they had failed to stop literacy, wizards and metal in the world. Some gave up this task.

In the ruins of the old world Lamnutainia survived conquest from other new kingdoms and barbarians and developed a fearsome discilpined millitary culture allied with the new gods of civilisation and the older nature gods. After a southern empire tried to invade the continant Lamnutainia faught back, stole secrets of sailing and used it to conquere the entire coast of the continant. This was the first Empire refered to as the ancients by modern people unaware of history before then. They fell to civil war over a bad succession which caused individual nations to revolt. The barbarians of the wastes came again to help finish this age and Demihumans all helped. The Great north woodlands had expanded and species unseen since the dawn age returned. During these wars human civilisation shrunk back to the oldest cities.

After centuries of peace the Second Empire began now embracing the civilised gods emerged to conquer the coastal kingdoms of the continant. Also a gnome cult began a surface construction project. This was Chagrinspire and its purpose was to unmake everything to bring peace and end suffering. At first nobody was concerned. But gnome trade was insidious and their technology adopted in many lands. While the empire was content and expanding by sea to the four directions, the gnomes flew airships around the world to plunder simpler peoples. Once people could see the construction from leagues away the empire began to have more friction with the gnomes. As the tower reached higher and higher a crusade was called by the second empire. The barbarians came and helped. Demi humans helped even other gnomes. Peoples from distant lands unheard of came warned by the gods of their need. So millions died in the centureis of war while Chagrinspire still plundered the world with airships and employed golems and synthetic soldiers to fight. Gods came to intervene with avatars and they were killed and captured for fuel. Cults of outer darkness helping the gnomes were duped and their gods were summoned turned into fuel.No avatars came to the mortal world since then. Petty godlings left behind fled the continant. Much of the world had become advanced like chagrinspire rapidly and as the tower was compledted millions died in a final battle. A great elemental flood was summponed ruining the tower defences and frog and fish folk infiltrated the towere vast water system, The defencive trenches and hill fort lines were overwhenlmed and the lower floors of the tower were ransacked. This final battle depleted many of the worlds human adults and the arcane technologies failed and were lost plunging all into barbarism including the second empire. Many say that it was all an acto of human and god sacrifice to fuel the anihilation engines of the gnomes.

In the last thousand years a Third empire dedicated to the church of light, an amalgam of old nature gods and modern civilisation gods but picking those connected with the sun, light and heavens. Auldwood and the wasteland had grown. Chagrinspire seemed dormant and inacesable. The empire ended when the Emperor was part of a heretical dark templar sect whos power specialised in hiding from the sun god and corrupting them from within. His madness caused a 30 year civil war. Recently he was killed by adventurers and the Templar of Light kingdom conquered Lamnutainia. All the coastal kindoms free of war are consolodating their domain of control and reclaiming lost frontier lands. Chagrinspire seems to have awakened and more people are living in the wates. Ancoent reptilian civilisations have been rebuilding and Auldwood keeps growing and resisiting resetlement. The collapse of the continant slave trade was also instigated by adventurers around Chagrinspire. Its a strange new age of exploration, prosperity and uncertainty.  

Worth a not that the Warring Colonies of the East are the biggest users of gunpowder and they export mercenaries. Tiny city states and kingdoms battle constantly producing the most advanced and brutal fighting people of the age. If anone manages to unify the kingdoms they could be a world threat. The indiginous armies uniting against them might cause this or perhaps a new dynamic leader.







Sunday, 15 February 2026

Barking Alien Challenge day16: Direct Threats + 2014 DMG Random Dungeon



Some of the bigger menaces to the world in the grand scheme of things

There are always jerks out to dig up past evils to get rich quick

It mostly goes wrong

d12 Direct Threats
1 Cults are thriving in part due to failures of civilisation and the big religions. Many adopt cults for power or thrills or sex, and many do it to spite law and order as an act of rebellion. Many villages have a secret cult. This is a new golden age of cults as the empire has fallen and the church of light has faltered under its current direction. Inquisitors have mysteriously not inspired people to quit cults

2 Ancient elemental cults still exist but the great elementalist heresy united them into several civilisations in the past. Elemental templars carry on these traditions. While not evil they seek conquest and to unite all pantheons and gods within their elemental religion. At least they fought necromancers. In recent years, they have taken refuge on the Dragon Island of Zorda

3 Necromancers stole secrets of the prehuman slaves of the age of darkness and ruled much of the world. Everyone hates them, yet necromantic cults exist because they tempt mortals with immortality and power over the living and dead.

4 Dragons of two rival spawing pits have in the past caused problems. One on Forbidden Island, next to Exile Island. Magic has maintained prehistoric monsters and cultists tribes in isolation around the volcano spawning pit that connects to Tiamats Lair in Hell. The other on Zorda is maintained by the pre human dragon cult and protected by dragonfolk and draconic templars. They trade with the wizards of Zorda and dragons operate fuedal domains within Zorda's system with wizard towers and knights castles. Dumb dragons without speech and magic are drivemn from Zorda and go on to menace other lands. Their are lrsser spawning places too like the lake near Chagrinspire. Vast hordes of dragons dwell in the two main pits enough to change the world. The most powerful dragons have minions and domains 

5 Wizards are in most civilisation but are responsible for the age of necromancy and the elementalists. Many worked with dragons or demons. Authorised schools and university control their graduates to some degree and wilder wizards move to isiolsated places. Arcane magic is costly to learn. Some learn from faerie but that has a price of their authority. Hell offers the cheapest way to learn and open secret doors to students to study in the grand library of the hells a demiplane connected to all the hells. It does cost your soul however. Demon cults also teach arcane magic as a means of liberation and abandoning human ethics. The wizards of zorda are the most powerful but also the laziest and vice addled. They operate a police force to capture criinal wizards they sometimes send to other lands in secret. WIzards love secrets and many commoners are suspiscious of wizards

6 The age of Darkness and the 7 monster kings ruled and their slave armies covered the world. Mostly they were abhumanoid beast folk but late in their reign they made humans and orcs the most recent species of thinking peoples. Both rebelled and allied with demihumans in destroying the age of black magic. The barbarians destroyed necromancers and elemntalist empires also and continue to hate arcane magic and literacy. Remnants of this age like dungeons are everywhere. Their are several famous ruined cities and Shadelport was built on one. The one to the north is vast and alien but ships come to raid it for alien treasures. The gods of the outer darkness with various death and darkness gods enslaved the world once and remnants may wish to try again. Every 3 generations a dark lord or lady is born in the world who amasses an army of undead and orcs and abhumans and claims the old powers of darkness from beyond. They all seek ancient power but heroes always stop them

7 The slavers are a world wide criminal enterprise so rich it has bribed kingdoms. They like to move slaves to far away lands so they have no hope of escape. The slaver lords came from different backgrounds but the elite operate from a volcano island base. They are widley hated and feared and in many lands slavery is a death sentance. Debt based servitude and criminals serving off a sentance is more acceptable and local. The slavers guild was vast while the Empire operated but most continant nations are now banning them

8 The secret empire of the West uses drugs to spread influence across the world from a hidden underground city. Other states on the surface struggle and fight each other under the influence of the immortal emperor. Agents are involved in the drug trade world wide

9 Auldwood expands yearly, and so does the fae influence. Other non-humans use it and benefit in their struggles against humans. Goblins are often settled on borderlands to slow humankind. Faerie are reluctant to parley with short lived child species but do deal with dragons and reptilians and other demi humans. Humans are crude ape simpletons whos grubby craft efforts are embarasing copies of faerie. The bright and dark faerie are more connected than people say. Others say all the various elf king and queen rulers are actually the same two divinities and people worship them as fertility deities

10 Chagrinspire was part of a machine to unmake reality built by gnomes and it failed a thousand years ago. They say the place is returning to life and the plan to destroy everything in the name of peace and mercy is operational again. A vast prehuman gnome city in the deep is where the project began but was always a minority of the city. Gnomes with their airships raided all over the world for people, treasure and magical ingredients. They ignored the empires of the day so they united to destroy the tower. Millions died in that war and the technology of that age is mostly forgotten

11 The Warring East are a region of colonies of the empire. A dense rich area constantly at war with kingdoms and city states. They are the biggest users of black powder and battlefield magic currently but turn it on each other. Maps seldom last more than a few years and are wrong when published. Others fear this land will unify or a faction will dominate with new weapons then conquer the cult filled jungles or northern wastes or beyond. Mostly this is a fear of their marshal spirit and willingness to war. Agents of this kingdom explore ancient places for magic or superior technology they can use

12 The great wastes of the central continant swarm with barbarians, nomads, orcs and abhuman beast tribes who love to fight but often unite to destroy literate civilisation. Everyone fears the thought of a uniting leader. They shun most of the civilised gods and modern religion prefering old nature religions and nature preists. Many serve as mercenaries or raid the borderlands. They tend to like softer living and tolerate outsider magic and writing as they assimilate. These populations have helped revitalise ailing kingdoms. 

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Random Adventure testing tables in DMG 2014
Playing with various dungeon generators for dungeon arts and sciences.
Just doing a comparison.

Reminds me i like usinf d12 and d100 and some d20s
I like to roll say 4x d12 different colour when i crunch through tables so every catagory with different dice is something I try to minimise. D12 is good amount to grasp d100 is for more in depth and specific results.

Some adventure gen results from 2014 DMG - i mashed some results together
Lots of results lined up niceley

Dungeon Goals: Parley with a faction in the dungeon to find missing explorers, gather information
Villains: Humanoid cultists (goblinoids) + serial crimes
Allies: Raving lunatic
Patron: Local ruler - Mayor seeks adventurers to get rid of tavern ghost
Introduction: Ghost appears scaring people, but offers a quest to help it rest
Climax: Portal opens
Framing event: arrive on dark ship at a shrunken decayed cold fishing town
Twist: can't kill the villain, but they want to kill you

So, arrival from sea on battered lost ship the Seaspray, starving after being lost in mysterious fog-shrouded seas. Everyone is hungry and desperate, some crew and passengers died on the voyage.

The village is decrepid and aged. It surrounds a small canal to the sea with wharfs and boats on the shore. 
Unused goods and empty houses seem common. The streets are muddy and their are icicles on buildings and snow on roofing. Villagers are rude. The guild hall of the fishermen is the best repaired building in town. The Haunted inn is called the Lonely Dwarf. The Dwarf built the place to make friends but died alone. Shortly after the ancestors arived victims of shipwrecks. Otherwise their are fisherfolk shacks, a wharf, old warehouses and a ruined church. The older generations built catacombs for storage and defence under the village but modern folk have forgotten them. Evil cults have used the catacombs too. The sobbing Dwarf ghost is hear in the catacombs too.

Locals survived in part because fish folk taught some the arts of sea survival so they all survived. Some are members of the fishers guild and in dark ceremonies kiss fisholk for gold and worship the sea and elemental water gods.

Mayor wants to meet visitors - please stop ghost - offers some fish gruel and rest in her stable

The Lonley Dwarf Inn is closed due to recent haunting by the Ghost of Old Willum. It is a scrawny man in seadog clothes, with rotting flesh and scratched skin, but luminous and transperant. It moan and screams. Old WIllum wants people to get a secret treasure location from a faction leader of local goblins. The ghost was a theif who worked with goblin boss and was poisoned in the inn by a goblin spy. The goblin goblin boss Gorgo has hidden the treasure and the ghost wants revenge and his share to pay the adventurers so he can rest. In fact he is just less angry and seen and heard rarley and less hostile

The villagers like the goblins who protect the village from forest horrors and orcs just by being a buffer and not enemies. People dont want the goblin boss hurt but they want ghost stopped. If Gorgo cant be killed the ghost wants all the treasure (half for adventurers and rest spent restoring the Lonley Dwarf Inn). Gorgo doesnt want to give any up but mightbe coerced to give out his map or a fake to an orc or kobbold home. He might ask you get rid of some kobolds setting up a new base nearby.

The boss hid the treasure in the catacombs in a monster lair by the sea cliff enterance covered by high tide. It cant be seen by ships and locals dont know about it,

Catacombs
Catacomb under the coastal village for storage and refuge when it was much bigger. Now the village is empty run down buildings, but all are connected to catacombs by cellars. Creators descendants barley use them or remember entrances. 

Map
Anything will do or draw six letters on a piece of paper all touching for a simple map and place the goblin area and the cult area and the monster lair. Draw line to the beach cliffs, one line to the goblin village and one beyond to the wilderness.

Place some x marks for enterances to houses above
1in6 houses above inhabited and angry villagers
Rest roll d6 1=junk 2=antiques under sheets 3=giant vermin 4=giant spider 5=old drunk knows some stories and friendly for booze 6=mutant fish folk hiding from everyone and cant let witness live (and a bit hungry).

The treasure is in a cave entrance of the catacombs in the cliffs and only available low tide a few hours. A giant crab lives in the cave or other creatures. Meat will distract it.

One Passage goes to goblin village and another to wilderness beyond some orcs sometimes find.

Goblin Area
1 Goblin dog kennels
2 Storage shelves and crates, barrels of beer
3 Workshop with Smith and some goblins
4 Trophy room of goods stolen and looted from the village, and some orc heads
5 Feast hall where the goblin boss eats with minions
6 Throne room for goblin boss

Cult area
1 Workshop where cults make tallow candles from fish fat
2 Storage of cult paraphernalia and ritual supplies
3 Room with a pool where fish cult summoned fish folk with a bell and a bucket of chum, summoned fish folk expect a sacrifice to eat or carry away
4 Lair with a steam mephit guard
5 Cult guards and exit to the basement of the fishing guild
6 Cult victim cells 

d12 Other catacombs encounters
1 Loose rubble deadfall save or d4 damage
2 See a pretty scary spirit - pretty harmless or 1in6 a poltergiest
3 Wandering zombie or d4 skeletons
4 Chest of village junk d4 1=empty bottles 2=set of tools 3=ceramic dinner set 4=retired sea captains journals, locket with lock of hair and a bottle of rum
5 Swarm of rats or giant rats
6 Lone fish folk - exploring surface for thrills
7 Goblins - d4 looking for food or loot
8 Local cat looking for rats
9 Selkie - hiding from fish folk (possibly in human form naked) cant speak surface common
10 Lone orc scout - looking for way to attack village
11 Horrible choker hunting - local preditor came on a boat
12 Shadow - dead spirit of muderer

Saturday, 14 February 2026

Barking Alien Challenge day15: What to avoid? + Redbrick 6-room Dungeons






































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. 

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
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
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
-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
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
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
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
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 
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
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
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
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
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 
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
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
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 

Friday, 13 February 2026

Barking Alien Challenge day14: More Eat? + 6 room dungeon project





































It turns out I've written all I want about food in my setting
So i say see my last 2 posts for how to eat like a local.

Here is a few more common food packs

Charity Meal from Paupers House
Doesn not keep long, 
served with thin watery soup
Quality varies 1in4 chance of maggots, weevils or flies or other vermin
Turnip, chink of old bread, cup of cooked beans,

Grilled rat on a stick 2 for 1cp
Sewer fish grilled on a stick 1cp
Bag of bug larvae 1cp
Dozen cooked mice 1cp

Farmers Lunch Bag 1cp
Keeps a d4 days at most, often served with a bottle of beer
Pickled onion, radish, , cheese, bread, seeds, slice of ham or sausage
Loaf of horse bread 1cp

also
Pie or a Pasty or Dumpling 1cp lots of different types
Cup of eel stew 1cp BYO cup or bowl
Pancakes with blob of cream and jam or honey or beet syrup 1cp
Sausage and bread 1cp
Birds on skewars 1cp tiny common birds

Merchants Lunch Bag 1sp
Keeps a day, might have a bottle of beer or cup of wine or hot acorn drink
Apple or fruit, fish or pigeon or other meat, dried fruit, nuts, cake

also
Joint of meat or game bird or rabbit and glass of wine or bottle of beer 1sp

Lunch for a Lord 1gp
Keeps a day, some items longer, with a bottle of wine
Joint of meat, chicken, hare, ham, eggs, cheese, grapes, fancy cupcake, minced pie, sweetmeats, potted doormouse, sugarplum, gourmet green salad

also
Piglet, goat kid or lamb on a spit, with a small keg or 4 bottles of wine, with fine bread and a rich vegetable soup, gravy and butter 1gp
Royal Platter featuring exotic meats is illegal for commoners. Swan, unicorn, bear, lion, dragon or other high-status frare food 10-100gp

Lunch for a Orc 1cp
Keeps for a week, with cup of fermented kvas
Nuts, olives, dates, locusts, turnip, beetroot, dried rat meat on a stick 

also
Mystery meat on a stick 1cp
Goat or hog head soup 3cp
Acorn cakes 1cp
Dried canetoad 1cp
Rat kebab on flat mushroom bread with acorn paste and picled turnip 2cp

Lunch for an Underland Goblin or Gnome 1cp
Lasts d4+2 days includes cup or mushroom gruel or mushroom beer 
Pickled beetroot chips, cup of grubs, 3 crunch beetles, dried lizard, flat mushroom bread
Many mushrooms used make users melancholic and compliant with long-term use 

-------

6 Room Dungeons

I need a setting for a possible new D&D5 game so im using a mashup of ravenloft and Grim Hollow. I need campagn to be flexible for drop ins in a club setting and unsure how long ppl will play so I need a open campagn format. I will try to use slower healing and rest rules, slow level ups amd I might cap at 4th level and just give some stats and feats and skills out after that.

So Ive disliked the 6 room dungeon but I can also see DCC has done some interesting stuff with this format. 

So im making up a page of simplified 6 room maps with loops.

Then im making tables to generate this:
-entry way (front entry)
-subrooms (one square mostly like cells, quaters or storage)
-major room (quarters or utility rooms)
-central room (dramatic room for climactic boss fight)
-decor (art, decor and scenery. Might have clues)
-hazards (dangers like traps or other dangers)
-wandering and static monsters

I'm working on sets as above for different dungeon genres
I might do dumb versions of my dozen dungeon zones

Funhouse with puzzles and weird monsters and traps
Dungeon with faction goons to fight
Cult shrine with ritual occult paraphernalia and edgelord art
Tomb with old garbage and religious symbols
Underground cavern with monster lairs

Ive used deck of many dungeons but I think thsi will be more flexible

Ill try doing a dungeon genre a day while on this challenge.
I seem to be writing daily again and dropped out of school as i dont even want to see the word trauma on a piece of paper and i just cant study it to do what i did already 20 years sigh. 

Thursday, 12 February 2026

Barking Alien Challenge day13: Eats? + Quick Auldwood Estates






































Food in my setting? See the links last past, including taverns and food under entertainment and my gourmet tourist campaigns.

These are my standard food items for contrast
You can substitute wine for mead

Common food for a day 1cp requires cooking 
Common street food meal 1cp 
Mug of weak beer at a sly grog shop 1cp good beer 2cp fine ale 3cp stout or strong ale 4cp  
Pub meal 4cp includes a mug of beer
Merchant home meal 1sp
 includes glass of wine or bottle of beer
Merchant meal out 4sp includes bottle of good wine or all beer you can drink
Noble meal 1gp includes shots and all wine you can drink
Bottle of beer 1cp (doz empty bottles worth 1cp) 1 ENC
Bottle of wine 1sp (empty glass bottles worth 1cp) 1 ENC varies in quality
Bottle of alchemists spirit 1gp (empty bottle worth 1sp) 1 ENC
Wine or water skin 1sp holds 2 ENC
Steel canteen 10gp

Week dry rations 1sp 4 ENC dried food
Week iron rations 1gp 2 ENC long life

Wooden cup or plate 1cp
Folk pottery cup or plate 1sp
Pewter mug 1gp
Fine painted ceramic cup or plate 1gp

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

Auldwood Estates

Auldwood is a vast forest still expanding, covering the north of the continent. It overlaps the frontiers of all the northern nations. People live on the borders but fear the faerie and weird forest beings. Many report hauntings, strange curses, trails that appear and disappear, faerie rings and other faerie hazards. Exile Island woodland types could all be within Auldwood. During the civil war, many frontier areas lost control due to depopulation and isolation. As people return, they are finding many strange things, like cults, cursed estates, forgotten villages, and the older religions thriving.

This is to make a quick estate

d12 Manor Type
1-3  Fortified house
4-5 Small manor
6-7 Large manor
8 Tower
9 Small Castle 
10 Large Castle
11 Fortress
12 Palace

d12 Manor Quality
1 Haunted - supernatural taint or dangerous spirits
2 Ruined remains
3 Shambling heap - decrpid and possibly dangerous
4 Semi collapsed - often a wing or section still intact
5 Abandoned - with remains of furnishings, possibly wildlife
6 Corrupted - run down and tainted by evil
7 Struggling - worn but trying to maintain
8 Stable - good condition and well-maintained
9 Secure - very good condition and orderly control
10 Decedant - old-fashioned and decayed. Strange, indulgent noble dynasty
11 Perfect condition, new or well-maintained
12 Faerie tainted d4 1=unnatural beauty 2=otherworldy 3=elves 4=cursed

d12 Manour Features
1 Tower
2 Library
3 Greenhouse
4 Grand staircase
5 Wine celler
6 Stables
7 Wall and gatehouse
8 Dungeon
9
 Secret passages and spyholes
10 Brooding gargoyles
11 Chapel
12 Curse or Haunting

d12 Manour Garden Features
1 Greenhouse
2 Tomb
3 Shrine
4 Monument
5 Hedge maze
6 Ornamental pool
7 Fountain
8 Grotto
9 Medicinal garden for herbalists
10 Gazebo or bandstand
11 Topiary garden
12 Folly d6 1=goat castle 2=pyramid 3=tower 4=hermit cave 5= 6=

d12 Borders
1 Folk idols and symbols d4 1=decorated poles 2=wicker figures 3=carved sigils 4=decorated trees
2 Hedge wall 4 foot high (1.2m)
3 Hedge wall 10 foot high (3m)
4 Hedge 20 foot high (6m)
5 Wooden fence 4 foot high (1.2m)
6 Wooden fence 6 foot high (2m)
7 Wooden palisade wall 10 foot high (3m)
8 Wooden signs on paths
9 Ancient border stones
10 Stone wall 4 foot high (1.2m)
11 Stone wall 10 foot high (3m)
12 Stone wall 20 foot high (6m)

d12 Settlement
1 Abandoned or ruined village
2 Servants cottages
3-5 Small village under 25 pop
6-7 Medeum village under 100 pop
8-9 Large village under 500 pop
10 Small towns under 1000 pop
11 Several settlements roll d3+1 times with a d10 or lower dice 
12 Non-humans roll d8 for size

d12 Resources (roll d4 times)
1 Water, has a river, streams, wells, a lake or ponds
2 Wetlands and areas of swamp or marshland
3 Wasteland area with little vegetation and possible ruins
4 Forest area with wood and game, poachers and thieves will suffer
5 Quarry for stone and building materials
6 Mines for d4 1=coal 2=prescious metal 3=gems 4=useful metal
6 Clay pits encourages pottery industry
7 Orchards with fruit and nuts
8 Herds of d4 1=goats 2=sheep 3=cattle 4=pigs
9 Grain grows well here, in fertile and easy-to-work soil
10 Trade route used by merchants, possibly a hub of certain goods
11 Vegetable gardens, with earthworks and drainage ditches 
12 Holy shrine attracts pilgrims (or used to)

d20 Settlement Features
Small have d3
Medeum 2d4
Town has all of these or multiple
Usually on a road or around a square
1 Church or shrine
2 Town hall or mayor's house
3 Marketplace
4 Local store
5 Inn or boarding house
6 Hall for guild, town or music
7 Smithy or other craft
8 Well or 
9 Monument
10 Barn or stables
11 Barracks or sheriff's house
12 Mill
13 Graveyard or tomb
14 Tower for defence or wizard
15 Tavern or sly grog shop
16 Healer d4 1=apothecary 2=herbalist 3=surgeon 4=barber
17 
Monastery
18 Schoolhouse or college
19 Wall
20 
Bathhouse

d12 
Settlement Special Features
1 Haunted house
2 Local monster with an odd name
3 Strange customs
4 Secret cults (d4) have locals afraid
5 Strange religions or heretics in open
6 Ancient stone circle or dolmen 
7 Caves and catacombs
8 Shunned ruins
9 Bandit, robberknight or highway robber
10 Secret society d4 1=rebels 2=assassins 3=vice 4=criminals
11 Secret dungeon
12 Faerie cult and stone or wooden monument

d12 What's on the Village Green?
1 Empty today, just some birds
2 Farm animals grazing, usually sheep, goats or geese
3 Wild animals grazing like deer, boar, elk or birds
4 Bonfire celebration or ritual tonight, often wicker animals or figures
5 Pilgrims camp and recruiting
6 Seasonal livestock market
7 Village fair
8 Ball game or sports, possibly local children or youths
9 Festive music event for the local choir or band
10 Festival or feast day celebrating some event, often maypole dancing
11 Flagelants put on a show to show faith, often try to recruit local youths
12 Parade with characters in animal and monster costumes, huge puppets, and parade floats. May expect some coins or will trick unwilling or beat them. If druidry is tolerated, they will be leading the ceremony. Visitors might think its some awful, creepy cult. If locals are offended, the parade will hunt the strangers and at least give them a beating

d12 Market Activity
1 Sale item from surplus
2 Item scarce and fierce bidding
3 Bard or entertainer putting on a show 1in4 chance a pickpocket works crowd
4 Theif chased by angry mob
5 Mysterious fortune teller
6 Stranger selling magic item
7 Local selling map, book or other clue for a dungeon
8 Execution or public punishment of a criminal
9 Contest like a fight or duel
10 Public vice d4 1=drunks 2=gambling 3=drugs 4=lewdness
11 Argument breaks out and crowd gathers while officials ponder what to do and hear accounts
12 Dangerous animal or monster in a cage

d12 Local Noble Clan
1 Fueding, power-grabbing schemers
2 Cruel and sadistic (like torture)
3 Decadent weirdo snobs
4 Dandies and fops, self-indulgent idiots
5 Brutal and controlling
6 Involved in a cult or magic experiments
7 No children, the dynasty is doomed without an heir
8 Eccentric, each has a strange hobby and neglects other activities
9 Distant and neglectful, they have a terrible secret
10 Desperate for fresh visitors for fun and games
11 Letcherous perverts and hedonists for generations
12 Cursed by d4 1=fairies 2=witches 3=druids 4=church

Curses & Customs for Nobles
Many manors in wild regions, isolated for years, have become haunted or cursed. Many curses relate to customs or manners. They affect generations and are equivelent to a 7th level spell *greater curse). Each curse has conditions and effects and a solution to end the curse withou a high-level spell.

d12 Clan Hauntings
1 Headless ghost
2 Weeping lady
3 Sad child
4 Teen poltergeists
5 Murder victim
6 Witch ghost
7 Moaning phantom
8 Spectral walkers
9 Murderer seeks a body
10 Spirit of evil magician
11 Image of past horror
12 Vengful corporeal undead

d12 Clan Curses
1 Lycanthropy
2 Line of evil wizards
3
 Strange dreams
4 Mysterious deaths
5 Obligated to follow a strange custom or ceremonial parade or a ritual
6 Family member is a changeling who has lived in the family for generations
7 Strange bloodline d4 1=lizards 2=ogres 3=goblins 4=changelings 
Mutations, some family must be hidden
9 Lord has cravings for d4 1=blood 2=beauty 3=murder 4=occult rituals
10 Vampire ancestors stalked for generations
11 Undead ancestor influences descendants from a crypt
12 Family part faerie bloodline and farm humans like cattle

d12 Cursed Customs for Visitors
1 Must fight a duel with any guest; if they refuse, then battle to the death
2 Guests who break the rules of hospitality must die
3 Hideous feature, anyone who asks about it will be challenged to a duel
4 Eligible guests must marry at least one family member or die
5 Likes to duel guests. Makes a bet with a terrible outcome for the loser or the winner
6 Cannibals must feed human flesh to guests
7 Residents denied quality human needs like food or sleep until a monster is driven from a shrine
8 Must give tributes and hand visitors to an evil cult, but are very sorry
9 Plague carriers but may nor speak of it
10 Must accept guests, then a supernatural guest comes and cannot be denied by host
11 Seducers in the family like guests, but next day the lord must duel to the death any who soiled their kin
12 Guests are put in the haunted room

d12 How to break a curse
1 Fight a monster guarding a shrine or moors
2 Kill the current lord in a ritual
3 Build a monument or shrine resisting obstacles
4 Return a lost relic to its proper place in a shrine
5 Give a baby to a faerie noble and beg its forgiveness for a past crime
6 Defeat spirit or petty divinity
7 Recover lost item or person in faerieland
8 Dig up and/or bury remains of a past noble
9 Give a great treasure to an elf noble
10 Placate an angry witch by fetching her heart's desire
11 Destroy a holy place offensive to faerie
12 Release a monster sealed in an underground vault

d12 Clan Secret Shame
1 Member imprisoned due to insanity or monstrosity
2 Ancestor coupled with a supernatural being
3 Ancestor performed abominable crimes and was killed by an angry mob
4 Ancestor burned at the stake for heresy or witchcraft
5 Ancestors killed each other by mistake or because of deceit
6 Ancestors killed each other competing for ruling the clan
7 Older heraldic design was brought into infamy over d4 1=cowardice 2=cult 3=crime 4=treason
8 Ancestors massacred a humanoid species, and the last cried out a curse
9 Ancestor broke an oath for love, resulting in a bloodfeud between clans
10 Ancestor was a murderous robber knight who was forgiven and granted land
11 Ancestors instigated a pointless war with another nation, clan or species
12 Famous for being full of bastards and ne'er-do-wells rather than legitimate heirs surviving

Wednesday, 11 February 2026

Barking Alien Challenge day12: Entertainment? + D100 Magic Bugs





































Yes I have years of stuff for downtime (Bug stuff after - its one of my faves already)

I dont use xp or obligate ppl to be drunks. You can study instead or read or see a show or eat out. Id probably not use some of the consent-causing results anymore or warn players to try alternative activities. Players dont have to be awful murder hobos addicted to crime and vice. Its ok to go clog dancing in a barn instead of forgetting your dubious consent sex life.

See a show, dinner & drinks
https://elfmaidsandoctopi.blogspot.com/2013/10/tonights-theatres-of-exile-island-guide.html
https://elfmaidsandoctopi.blogspot.com/2020/10/local-festivals-or-why-you-need-frog.html
http://elfmaidsandoctopi.blogspot.com/2019/03/d100-food-items-and-events-at-evil-feast.html
https://elfmaidsandoctopi.blogspot.com/2015/08/d100-village-idiots.html
https://elfmaidsandoctopi.blogspot.com/2023/08/d100-puppet-shows.html
http://elfmaidsandoctopi.blogspot.com/2018/02/d100-carny-freaks.html

https://elfmaidsandoctopi.blogspot.com/2022/01/d100-tavern-entertainments.html
https://elfmaidsandoctopi.blogspot.com/2014/06/d100-pubs-in-shadel-port.html
https://elfmaidsandoctopi.blogspot.com/2020/11/d100-tavernkeepers-adventure-tips.html
https://elfmaidsandoctopi.blogspot.com/2014/07/1d100-things-to-happen-in-pub.html
https://elfmaidsandoctopi.blogspot.com/2020/02/magic-jerks-you-meet-in-taverns.html
https://elfmaidsandoctopi.blogspot.com/2024/01/d100-tavern-tables-in-shadelport.html

https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-1.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-2-pub-grub.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-3-wtf-is.html

Bard Stuff
https://elfmaidsandoctopi.blogspot.com/2023/10/bardic-school-missions.html
https://elfmaidsandoctopi.blogspot.com/2018/03/d100-bardic-poetry-gigs.html
https://elfmaidsandoctopi.blogspot.com/2016/08/d100-poems-and-why-your-bards-are-lame.html

Shopping
https://elfmaidsandoctopi.blogspot.com/2013/12/d100-books-of-shadel-port.html
https://elfmaidsandoctopi.blogspot.com/2013/11/d100-saucy-pamphlets-of-shadel-port.html
https://elfmaidsandoctopi.blogspot.com/2013/11/d100-saucy-posters-and-flyers-of-shadel.html
https://elfmaidsandoctopi.blogspot.com/2014/03/d100-shonky-deals-in-shadelport-pt1.html
https://elfmaidsandoctopi.blogspot.com/2014/03/d100-big-shonky-deals-in-shadelport-pt-2.html
https://elfmaidsandoctopi.blogspot.com/2013/12/street-seller-stalls-of-shadel-port.html
https://elfmaidsandoctopi.blogspot.com/2016/08/d100-strange-little-shops-i-had-never.html
https://elfmaidsandoctopi.blogspot.com/2015/03/d100-dungeon-vice.html
https://elfmaidsandoctopi.blogspot.com/2023/02/d10-shopping-in-sewertown.html
https://elfmaidsandoctopi.blogspot.com/2024/12/market-places-again-test.html
https://elfmaidsandoctopi.blogspot.com/2018/08/d100-petty-magic-dealers.html
https://elfmaidsandoctopi.blogspot.com/2020/12/d100-stuff-for-sale-from-hooded-guy-in.html
https://elfmaidsandoctopi.blogspot.com/2021/07/strange-shopping-of-shadelport.html
http://elfmaidsandoctopi.blogspot.com/2015/12/d100-unwanted-things-from-back-of-magic.html
http://elfmaidsandoctopi.blogspot.com/2015/12/ye-old-magic-shoppe.html
https://elfmaidsandoctopi.blogspot.com/2018/03/d100-crafters-and-merchants-of.html

Tourism
https://elfmaidsandoctopi.blogspot.com/2025/09/d100-more-petty-rural-tourist.html
https://elfmaidsandoctopi.blogspot.com/2025/08/try-tourist-campagn-pointcrawl.html
https://elfmaidsandoctopi.blogspot.com/2025/08/aquaduct-ruins.html

Vice
https://elfmaidsandoctopi.blogspot.com/2021/02/awesome-fantasy-drug-abuse-in.html
http://elfmaidsandoctopi.blogspot.com/2020/01/a-lotus-for-all-seasons.html
http://elfmaidsandoctopi.blogspot.com/2016/06/black-lotus-dreams.html

Carousing
https://elfmaidsandoctopi.blogspot.com/2025/07/a-funny-thing-happened-on-our-shrine.html
https://elfmaidsandoctopi.blogspot.com/2013/01/they-fight-they-loot-they-party-in-city.html
https://elfmaidsandoctopi.blogspot.com/2014/09/carousing-pt1-and-some-other-stuff.html
https://elfmaidsandoctopi.blogspot.com/2014/09/carousing-pt2-how-rich-party.html
https://elfmaidsandoctopi.blogspot.com/2014/09/carousing-pt3-sholarly-persuits.html
https://elfmaidsandoctopi.blogspot.com/2014/09/carousing-pt4-holy-endevours.html
https://elfmaidsandoctopi.blogspot.com/2014/09/carousing-pt5-rambling-in-wild.html
https://elfmaidsandoctopi.blogspot.com/2013/07/d100-shore-leave.html (pt6)
https://elfmaidsandoctopi.blogspot.com/2014/09/carousing-pt7-dungeon-dwelling.html
https://elfmaidsandoctopi.blogspot.com/2014/09/carousing-pt8-underland-exploration.html
https://elfmaidsandoctopi.blogspot.com/2020/07/carousing-in-tundra.html
https://elfmaidsandoctopi.blogspot.com/2016/10/d100-village-carousing.html
https://elfmaidsandoctopi.blogspot.com/2016/08/d100-to-court-of-overlord.html
https://elfmaidsandoctopi.blogspot.com/2022/07/carousing-in-bronze-age-city-state.html
https://elfmaidsandoctopi.blogspot.com/2016/07/d100-prison-carousing.html
https://elfmaidsandoctopi.blogspot.com/2022/05/d100-that-funny-time-at-bathhouse.html
https://elfmaidsandoctopi.blogspot.com/2021/09/apocalyptic-carousing-rum-sodomy-and.html
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Magic Bugs
Petty magic resource to gross out humans 

Reptilians, goblins, orcs, frog and fish folk all enjoy bugs and critters and often carry them in their bags. Humans and demihumans find these all repulsive, but they do work. Possibly make a save to swallow without vomiting. A cooking skill could improve this. Swallowing with strong grog or honey can help +2. Some tribal folk use as supositories to avoid this save but takes a turn to effect. Specialist bug farmers and specialists can be found among bug eating races. Some breed their own special bugs.

Those wise in Bug Lore know secondary properties of bugs and how to preserve them. Many are also good for flavouring, dye, pest repellent or glue.

All the bugs here are uncommon and you'd need a roll to find one a day. A region tends to have only a few types of bug depending on terrain, vegetation, water and other factors.

d12 Delicious Bug Flavours for Bug Eaters 
1 Sweet goo like fondant
2 Spicy and flavourful heat
3 Caramel syrupy goop
4 Custard like creame
5 Spicy and sweet like mince pie
6 Crispy and salty like pork rind
7 Smokey like cured meat or bacon
8 Liquorish or aniseed
9 Squirmy fun sensation in mouth
10 Popping bubbles of sweetness
11 Liquified grilled steak
12 Cool minty fresh

d12 Horrible Bug Flavours for Non-Bug Eaters 
1 Liquified farts
2 Vomit
3 Latrine juice
4 Rotting meat juice
5 Compost
6 Squirning with maggots
7 Rancid grease
8 Sweaty socks
9 Fermented milk chunks
10 Rotten fish
11 Old eggs
12 Infected wound juices

d12 Other side Effects from failed saves for non bug eaters
1 After a ten minute turn have diareah for d4 hours
Causes flatulence for d4 hours
3 Mouth go numb for d4 hours
4 Mouth burns for d4 hours
5 Parasitic worms -1 max hp until cured, contagious
Teeth hurt for d4 hours
7 Vomit a d4 rounds loes 1hp
8 Develop sores and rash d4 days all over
9 Bones ache d4 days -1 all rolls
10 Blind for a d4 rounds
11 Strange dreams haunted by bugs lose a night's rest
12 Visions of bug gods who call your name a d4 days, they will turn up to criticise you, and bugs are attracted to you 

d10 Quick Types
1 Worms & centipedes
2 Caterpillars, moths and butterflies
3 Crickets & locusts
4 Beetles
5 Ants, bees, wasps
6 Roaches & Termites
7 Dragonflies and damselflies
8 Flies & mosquitoes
9 Spider, scorpions, ticks & mites
10 Other Critters

d100 Magic Bugs
01 Red worms - protect you from paralysis for a d6 rounds
02 Violet worms - +1 HP for an hour
03 Marsh worms - large white worms tasty for humans, worth a day of food, burrow in the wood of marsh trees and roots and are a good staple food for the poor
04 Ruby centipede - +2 save vs petrification and poison
05 Emerald centipede - d3 temporary HP for one hour
06 Golden millipede - +1 initiative and sensory rolls
07 Puece worms - protect you from ingested poison for a d3 months
08 Grain worms - scaled beetle larvae improve your AC by +1 for ten minutes
09 Brandy worms - pungent worms with old grape smell, +1 reaction rolls for one hour
10 Liquorish worms - black shiny worms found in wood, remove a d4 poison damage
11 Horned caterpillar - moth caterpillar, eater grows horns for one hour d4 unarmed attack 
12 Hawk Moth - hard to catch, eater gets +2 initiative for ten minutes
13 Jewel Moth - pretty colourful moth and caterpillar, +1 on a random attribute for one hour, more than one dose at a time causes vomiting
14 Emperor Butterfly - huge orange caterpillar becomes a pretty butterfly, causes eyes to glow and gain +d4 temp hp 
15 Horned Moth - infected by a fungus, eating it lets you communicate with the fungus for ten minutes, then you throw up and need to sleep for a d4 hours
16 Moon Moth - huge grubs in the ground or as moths, egg-like and a good meal that even humans can enjoy. Improves your night vision and you can see more stars
17 Brandy Moth - like a quarter bottle or brandy, so eating many gets you drunk
18 Spirit Butterfly - said to hold lost souls, recover one Lv1 arcane spell slot you have used
19 Solar Butterfly - eating makes you glow with a candle strength light
20 Silk Grub - keep in your pouch and feed daily leaves, and will spin fine up to 100 yards of thread a day. They stay grubs for seven years, then change to moths and fly to the moon
21 Emerald Catydid - turns the eater's skin green for a d4 days
22 Mole Cricket - burrowing speed +1 and holding your breath
23 Black Cricket - jump range increases by a d3 per leap
24 Fire Locust - make a bonus extra jump action each round
25 Green Locust - able to eat cellulose like plants, leaves, bark or wood for a day
26 Golden Locust - improves your climbing checks by +3 for an hour
27 Blue Cricket - resist lightning damage for a ten-minute turn -2 damage per dice and +2 saves
28 Ice Cricket - skin becomes room temperature for d4 hours, making thermal vision creatures confused
29 Devil Hopper - lots of spikes all over, makes you taste horrendously spicy for a d4 hours, any bite attacks from living beings must save or refuse to bite again. Will choose another target or flee if no other attacks
30 Carnivorous Locust - increases strength by +1 for an hour and makes you crave food
31 Stink Bug - makes you smell disgusting to foes tracking by scent for a d3 days, makes you less appealing to humans as well
32 Crusader Beetle - +1 AC for a d3 hours from rigid skin
33 Stag Beetle - +1 to hit and damage for a d4 hours and aroused
34 Scarlet Dung Beetle - immune to stench-based attacks for d3 hours
35 Assassin Bug - +2 damage on melee attacks for a ten-minute turn
36 Borer Beetle - +d3 STR for a ten-minute turn, after save or take a d4 damage from strain
37 Ladybug - +d3 Mov for a ten-minute turn, double speed if running away
38 Bombardier Beetle - makes flamible flatulence for a d6 rounds, each round fill a 10ft cube that without wind lasts a d4 rounds. If ignited by open flame causues 2d4 to everything in the area, half with a save
39 Darkling Beetle - gain +1 Mov and +1 AC for 2d4+4 rounds
40 Carob Beetle - gives +1 bite damage for a d4 hours
41 Yellow Ant - 2d4+4 rounds gain +1 hit and damage, and makes you angry
42 Red Ant - gain +1 STR for an hour but find sweet food distracting
43 Black Ant - gain +1 CON for a day
44 Murder Hornet - take a d3 damage makes you berserk for 2d4 rounds
45 Death Hornet - take 1 damage and gain +1AC for an hour
46 Blue Wasp - smell blood within 100ft for an hour 
47 Hell Wasp - makes you angry +1 hit and damage for d6 rounds
48 Velvet Bee - can fly for a d6 rounds at half your normal speed
49 Royal Bee - heal d3 HP, +1 CHA for an hour 
50 Golden Bee - solidary non swarming dopey burrowing bees, avoid the sting with a save to heal d4 hp and gain +1 on your CHA for a d4 hours
51 White Termite - once eaten, you can eat wood shavings and tough cellulose like straw. If you dont eat material in 24 hours, the fungal colony in your gut dies off
52 Giant Termite - can vomit glue once over the next hour, used as an attack action in melee,  attacks as an unarmed attack. Target requires save, if fail half move and -2 all rolls, on success -d3 move rate. Affects last an hour  
53 Wood Roach - +3 climb speed for 2d4+4 rounds
54 Swamp Roach - immune to diseased food for a d4 hours 
55 Jewel Roach - +1 CHA for a d4 hours
56 Carniverous Roach - double how much you can eat for a d4 hours and raw meat seems very tasty
57 Chockroach - tasty and sweet even for humans +1 temp hp for one hour, kids love them
58 Velvet cockroach - gain +1 to hit with missile weapons for a d4 hours, moving objects seem slower and leave trails
59 Bloodroach - extra juicy with red staining liquid, used for making dye or fake blood
60 Goldroach - gain thermal vision for a d3 hours
61 Fairy Damselfly - gain + d4 Mov for an hour
62 Scarlet Damselfly - gain +d3 DEX for 2d4+4 rounds
63 Green Damselfly - +2 initiative for one hour
64 Lapis Damselfly - can smell gold in 10 foot for one hour
65 Emerald Dragonfly - gain +1 Initiative and DEX for one hour
66 Crimson Dragonfly - +d3 melee damage for 2d4+4 rounds
67 Bluebolt Dragonfly - grants -2 per dice electrical damage dice and +2 saves for hour
68 Sickle Dragonfly - +3 initiative for 2d4+4 rounds 
69 Greater Dragonfly - +2 save vs breath weapons for 2d4+4 rounds
70 Demon Dragonfly - immune to fear for 2d4+4 rounds
71 Green Lacewing - +2 on dance rolls for an hour
72 Angelic Lacewing - protection from evil for 2d4+4 rounds
73 Lavender Lacewing - purges parasites if made into a tea
74 Gold Marchfly - gain weird compound eye like vision, hypersensative to movement and cant be surprised for one hour, the buzzing in your brain keeps you awake
75 Red Mayfly - gain +2 disease saves for a day but crave deliscious smelling garbage
76 Bluebottle fly - +3 Move but you must always move full speed each round for 2d4+4 rounds
77 Hellfire Fly - spicy, grants -2 per dice fire damage dice and +2 saves for hour
78 Radient Horsefly - glow as a torch for a d4 hours
79 Horned Fly - gain +2 on all skill rolls based on speech and persuation from softly buzzing voice for one hour
80 Creep Fly - enhances sense of smell +2 to scent or track
81 Red Scorpion - +2 poison saves for one day
82 Golden Scorpion - gain +1 CON for a d4 hours
83 Blue Scorpion - glow with soft blue light like a candle for one hour
84 Black Scorpion - gain +2 sneak and hide for 2d4+4 rounds
85 Giant Blood Mite - protects you from bleeding damage for an hour
86 Glory Mite - while attatched gain +1 CHA and instils a desire to be in charge and dress fancy. They love rich people
87 Jumping Spider - gain +2 jump for one hour
88 Trapdoor Spider - grants +2 hide skills and +1 initiative for one hour
89 Moon Spider - triggers lycanthropy changes, grants lowlight vision to others for d4 hours
90 Tarantula - grants +2 dance and resist poson for one hour
91 Giant Isopod - gives you +2AC for ten minutes, you can get +4 rolling into a ball but in this form you can only move by rolling
92 Green Mantis - gives +1 AC +1 Initiative for 2d4+4 rounds
93 Antlion - gain +2 save vs fear and intimidate for 2d4+4 rounds, roar loudly in any fight
94 Grey Weevil - gain +1 AC and STR for one hour
95 Golden Earwig - +1 CHA and +2 Intimidate rolls
96 Giant Water Bug - breathe water 2d4+4 rounds
97 Spiny Stick Insect - ants think you are harmless one hour 
98 Dragon Slug - makes you resist poison for 2d4+4 rounds
99 Purple Snail - makes good dye and if eaten +1CON for one hour
100 Giant Honey Aphid - makes flesh delicious for a day