Tuesday, 23 June 2026

d100 Auldwood Adventure Seeds for Settlers




























I've had some readers comment on errors with my tables and numbering or missing entries, which is great. Some of these posts I've revised content on and changed other details. My cleric/ranger power post has had major revisions, and I should have kept what I deleted.

This post had revision, but for my cleric-priest-druid-ranger powers
https://elfmaidsandoctopi.blogspot.com/2026/01/holy-and-nature-miracles-religious.html

This is sort of odd jobs one finds on the borderlands with the enchanted forest.
Many people since the Civil War and the end of the Third Empire, have been seeking to repopulate the abandoned frontier lands. Many settlers are former soldiers, so dont assume they are all easy prey.

d12 Why was this Auldwood Settlement Abandoned?
Also use this to generate a threat to a community
1 Plague
2 Banditry and crime
3 Water tainted or shortage
4 Crop failure or vermin-related shortages
5 Dangerous Animals
6 Angry mobs or inbreeding
Canibalism, lycanthropy or weird murderers
8 Cultists eroded the community spirit
Witchcraft or old ways magic
10 Monsters or supernatural creatures
11 Cursed by some act of infamy
12 Farie folk pranks, sabotage and kidnappings

d12 Common Settler Groups
1 Farmers keen for new lands, suspicious and vigorous
2 Religious community, idealistic with strong leaders
3 Freed prisoners with almost nothing, poor morale, but hard work
4 Retired millitary seeking a new life in time of peace, willing to fight
5 Urban poor returning to lands of their ancestors, clueless but hard working
6 Urban commoners looking for new life. Idealistic opportunists 
7 Sent by a guild or merchant company to help regional trades grow
8 Monks, templars or priests intent of building a religious settlement for an order
9 Urban cultists seek their own isolated community
10 Poor landless farmers dream of ancestral lands with skills and tools
11 Followed the old ways in secret and now returning to the clan blood lands at last
12 Noble with families from clan estate seeks to reoccupy the old abandoned estate

d12 Quick Past for Individual Settlers
1 Downtrodden serf from the former empire free to return to their old country
2 Urban poor working on war production are now able to return to their family land
3 Retired soldiers looking for a new life on the frontier
4 Released prisoner at end of the war looking for new life
5 Generations of interclan violence made old home unlivable
6 Previous home ruined by disaster (see abandoned village table)
7 Homes destroyed in war and keen for new life
8 Escaping debt or crime guild or law
9 Heard Auldwood a land of promise and opportunity so escaped boring life
10 Spreading a cult on the new frontier, possibly persecuted or just want isolation 
11 Discovered your family came from an abandoned region of Auldwood
12 Suffered terribly surviving the war and left homeless and need a new life

d12 Old Ways Community Features
1 Ancient buildings in use
2 Old sprawling graveyard with ancient hill tomb barrows
3 Stone circle or maypole still in use
4 Strange folk art and symbols in arts and crafts
5 Own local drinks and dishes
6 Leave offerings for faeries and wee folk
7 Lots of seasonal festival days with odd customs
8 Druidic shrine or witch house
9 Unusual local breeds of animals
10 Strange old-fashioned crops and herbs
11 Know local spirits, wee folk and monsters by name
12 Hostile to newcomers related to nobody local

d12 New Settlers Community Features
1 Shortage of basic goods or a skilled crafter
2 New buildings and constructions
3 Tents of new arrivals or labourers 
4 New modern churches in the style of the Capitol 
5 New Barracks with ready militia
6 Mud and sewerage in streets
7 Local gang or bandits
8 Modern mill
9 Trading post or market
10 Community or guild hall
11 Camp for merchant caravans
12 Border patrol soldiers of the crown camp site 

d10 Quick Adventure Tables
1 Bounty Hunting
2 Recover Lost Goods
3 Escort an Expedition
4 Explore Ruins
5 Explore Underland
6 Make Maps
Search & Destroy 
8 Defend Outpost
9 Border Patrol
10 Daring Mysteries

d100 Adventure Table
01 Wanted: Mad Old Bob, the fur trapper turned cannibal 80gp alive 40gp dead
02 Wanted: The famous bandit Dame Hartog and her gang of women have been terrorising a neighbourhood. If you bring her in in its a cool 300gp reward
03 Wanted: The Dunbrow clan are wanted bandits who live among the highland clans, Its 500gp to stop the gang and 300gp to capture Big Wullie Bukket Dunbrow the boss. They have kidnapped many prisoners they keep in old dungeons and their families may reward rescues
04 Wanted: The Wizard Grawyn Vodnoch who is wanted for graverobbing, witchcraft, letchery and perverted acts. 500gp alive 300gp dead. An extra 50gp for any accomplishments you can bring back to testify   
05 Wanted: The warlock priest Gramthorn Bloodweasel. FInding this mysterious person and their infamous stag horn helmet is worth 400gp and 20gp for heads of any of his cultists
06 Wanted: The traitor Lady Jemran Bloodbourne is living as a robber knight, causing border disputes. 300gp for her capture 10gp per robber gang member's head, and 400gp if you can prove any nobles have been supporting her in secret
07 Wanted: The Witch Giniffer Gnorfyrker who has been souring milk, talking to goats, stealing cats, shitting in people's chimneys, scaring children looking in her windows and selling fake potions to foolish old men. Its 40gp if you can bring her to court for her mischief
08 Wanted: Information leading to destruction of the Yellow Sigil Cult 300gp, 100gp if you can capture a cultist and we exctract a conffesion 200gp if they turn out to be a leader.  Will pay for any evidence or witnesses to come forth
09 Wanted: Brother Allas, notorious bandit friar, womaniser and violent drunk. 50gp to capture him alive to church authorities
10 Wanted: The notorious werewolf family the Valdeen have been eating travellers 400gp per confirmed werewolf corpse 500gp if alive. If you turn up with dead bodies that are not werewolves you might get executed
11 A wagon of spices was taken by hideous hyena folk please go recover it for 400gp
12 Bolts of silk were stolen and for a noble wedding dress. 250gp for cloth and extra 80gp if you beat criminals soundly and shame them
13 Barrels of ale needed for a feast has been stolen by a gang of halfling louts. They will probably throw rocks at you but they wont fight you 80gp if you get it back
14 Recover magic beans stolen by a local idot before he plants them all 120gp if your quick
15 Gang stole silver ornament and owner wants someone to negotiate it back or take it if needed she will pay up to 80gp for the item to be purchased but if they dont sell she will pay 200gp to take it back and cause lots of damage
16 Wicked knight dishonourably murdered a young knight and dragged his body away to his ruined tower lair. The family will pay 250gp to recover the body, arms and amour of the knight but will pay 500 if you best the evil robber knight
17 A gang has taken a prize horse from a family who want their beast back unharmed. The gang are notorious brawlers and now include a famous professional duellist. Go and get the horse back for 200gp or 300gp if you defeat the duelist and humiliate them. Will pay more for more amusing revenge plots
18 A prize poodle of a noble was snatched by sewer kobolds a 200gp reward if you find it or an identical dog that can pass a noble daughter's inspection. We can probably claim dog has amnesia or trauma to get by. Bring a few dead kobolds to to make sure to gey some shit and blood on you
19 Bandits have taken a nobles bed being moved between manours. Go get the bed. Will pay 400gp if unharmed. Dont search any of the cabinets, draws or secret panels
20 A taxman was robbed and beaten and wants to recover the books 250gp and 10% of any money recovered by the bandits. 10gp per bandit head and 100 for the leader of the bandits Tom Winkins 
21 Gourmet tourists want to see poetic ruins and see some real dungeon monsters in the wild. They expect to help shoot a monster and have it prepared by their personal chef. 200gp for a week work but only expert dungeon bastards need to apply, the more authentic the better
22 A wizard wants to take rubbings of various standing stones and dolmen and will pay 100gp a week for escorts and there will be time to visit local ruins 
23 Members of a mens brotherhood from a town want escorts while they hunt and kill frontier monsters 200gp a week. They are possibly more like a violent gang of rich sadists
24 Hunters need escorts for hunting some exotic mythic beast that most people say does not exist. 120gp a week and yes it does exist and is supernatural
25 Werewolf hunter club want revenge and need escorts to round up some of the beasts for the common good
26 Elves want some brutish humans to escort them while they evaluate human lands, counting trees and livestock and examining human defences. 120gp a week or may offer elf magic items. Some might plant some rapid-growing acorns or fruit or nut trees 
27 A noble wants an entourage to look fearsome in front of other nobles and thinks murder hoboes will get him respect. He seeks noble deeds but is out of shape, so appreciates help fighting monsters, minions of evil knights and evil cults
28 A taxman needs to survey a district and needs to hire an escort 100gp a week and tax breaks. Will get plenty of time to loot local dungeons from non tax paying monsters and criminals
29 A witch hunter needs some bold soldiers of salvation to help him run his sleazy blackmail racket. An expert on turning locals against each other, taking what he wants and setting mobs on those who dont give him what he wants. 80gp + bonuses in the event of a witch's assets seized
30 A writer needs an escort to write a traveller's guide and hopes to include standing stones, ruins and interesting locations. 100gp a week + bonus danger pay if violence required
31 A monk seeks lost scrolls in a haunted monastery and needs guards
32 A scholar seeks to dig up a tomb and needs adventurers to deal with angry undead pests
33 A castle ruin is said to have an intact dungeon complex under it. Go see if there is anything valuable or dangerous there
34 Pilgrims wish to visit a ruin, but bandits have been preying on them and may lie near the ruins
35 A priest requires help to find a lost shrine said to be in an abandoned area in the woodlands
36 Gnomes seek to recover machines from a ruin, but need goons to fight the guard automatons
37 A monster has been eating people, and locals believe it lives in a ruined tower in the woods
38 A scribe studying a family tree wants to see the graveyard in a village abandoned during a plague and needs some guards, as the area has lots of wolves
39 A wizard needs guards to explore a ruined tower in the dark woods
40 A druid wants the ghouls cleared out of a holy ruin, who are eating the dead of ancient heroes
41 Search a cave lair of a creature to see how deep it goes
42 A haunted cave is said to be used by a devil cult and has a hellgate to corrupt the world
43 A notorious witch cave where different kinds of witches meet has been busy lately
44 A famous beast lives in a certain cave, they say, and slaying it would bring glory!
45 farmers' children found a scary-looking sinkhole 
46 Some say a certain cave was a place where you could trade with the Underland peoples
47 A faerie mushroom cave is full of wonder and peril
48 A wolf den has a stone doorway inside. People wonder about
49 Some tiny people are living in holes in the area. Please make them go away
50 They say people lived under the hill in the old days and even had their own king
51 Map a village a cartographer has heard of by rumour
52 People report some trails not on maps could you follow them for the traders guild
53 A tax collector wants to see if rumoured villages still exist go visit and count their livestock
54 Find out why nobody wants to use a certain bridge
55 Visit prospectors in hills to trade and mark any mines you see on this map
56 A shanty town of murder hobos have set up a camp, go see if our guild should invest in its future as a frontier town
57 Contact the wild folk and non-humans of the woods and show on maps where they consider borders to be
58 Many ancient ruins are in the forest, if you could mark them we could sell maps to new adventurers
59 If you can mark ancient border stones on this map we can locate a great treasure
60 Follow a stream off a road and see where it goes, map makers want details
61 Goblins and their pet slimes and oozes have a secret shrine, burn all with fire
62 Local contracts to search and destroy cults can be obtained from a judge granting you certain powers, like a warrant to search with reasonable suspicion. You might become a rich witch hunter!
63 A giant has eaten several farmers and a lord offers a reward for slaying the monster
64 Manticores have a hidden lair and love to hunt humans, the church has offered credit for healing to any who slay them
65 A forest wyvern has snatched several riders on a road and the crown will reward who kills the beast and brings its corpse to court
66 Some kind of marine creature has snatched several dogs and sheep and now a child, find and destroy it
67 A treasonous jester, possibly a cultist, has stolen crown secrets and is wanted by the secret police dead - dont let them think he told you anything
68 A witch has been cursing the newborns of aristocrats of the forest regions. There is a 1000gp reward for her destruction
69 A village reports a false witch hunter, go quickly and kill them for a quick reward, before he fools others into committing crimes
70 A fake gentleman has scammed free luxury rooms and rich food by running away from bills. Angry creditors want them beaten and money taken. Bonus reward if they end up in prison 
71 A village is being raided and requires some adventurers to live in a free house with meals to protect them
72 A mining camp dug up some ruins and now face mysterious phantoms by night, 
73 A village has humanoids living in tunnels under their village and need help
74 A village reports a haunting on the road has mad travellers lose their way in the forest
75 A village has a famous haunted house and locals will give it to who ends the curse
76 A trading post has had troubles and merchants have pitched in for mercenaries
77 A frontier village has troubles with some fearsome monster; the ancients somehow placated
78 Several villagers complain of weird carnies and clowns travelling the land. Please collect evidence if any of evil from the regions travelling entertainers
79 Strange rogue knights stalk the roads and troubling villagers at crossings
80 The church offers rewards for identifying cults and collecting evidence 
81 Border patrol requires contract mercenaries for some road routes
82 Patrol wants adventurers to look for goblinoid camps in region
83 Patrol have a contract available to wipe out a river pirate gang
84 Patrol wants the location of a Robber knight lair. Are they secretly supported by a noble?
85 A famous gang vanish into a local cave system, go eliminate them
86 A tribe of orc horse bandits from the frontier have been raiding roads and the royal highway patrol have offered a reward for them
87 A patrol need someone to face elven nobles and their hunting werewolves in a diplomatic way without starting a war
88 Goblins from faerieland have a kidnapping racket we need freelancers to hunt them
89 Patrol maps have noted more full-grown trees are appearing daily find who is doing it and observe them
90 The border patrol hires extra fighting folk to cover them in the toughest areas on their routes
91 A mysterious someone is shitting in settlers' chimneys
92 Householders report some foul-mouthed creature living in their roof
93 A household of farming folk vanished, left food on the table and even money
94 A child has been playing in an abandoned plague village. Please locate them
95 A mysterious hill tomb has never been opened, as there is a puzzle lock that can only be opened monthly for 1 hour
96 What is the haunter of the moorlands by night? Why does it moan so?
97 Who is robbing bakeries on the borderlands? 
98 Salt merchants have had bandits create shortages, but why salt?
99 A ghost haunts a roadway, and locals want someone to help it pass on
100 Exploring abandoned villages that could be resettled might be a chance for a future respectability as a civic founder. Just check why they were abandoned first 

Sunday, 21 June 2026

Mystic class for Elfmaids & Octopi homebrew





































I wrote this months ago and am currently still unsure If I will use.
I folded the spirit symbiote into my priestly holy powers.
I ended up making more non-magic characters

Mystic Class
A magician attuned to a spirit contact who can aid the caster. A mystic has expanded their mind by being in contact with a spirit being or dividing their spirit with long suffering rites or near death trauma.The spirit may scout ahead and use other abilities an a apirit. When not in spirit form the spirit requires a host body, an item form or a familiar form to rest in between. If a spirit is destroyed it reforms from a seed in the mystic reforming when they recover spells with meditation. There are skills to enhance familiars, which can benefit a mystic. 

HD d4
 
Ams Skills 1 +1/4Lv
Arts Skills 4 +1/Lv

Attack +1/4Lv
Weapons: d6 Staff or any d4 or less weapon
Unarmed damage: 1pt
Armour: No armour or Shield

Prime Attribute: Will
gain an extra knowledge of a spell per bonus 

Spell Casting
-Pick one spell list type appropriate for your spirit, but mentalism is the standard
-cast spells as per the spell table up to the 7th order of spells
-know spells: start with knowledge of 4x Zero, 4x 1st Lv spells
-You can know 1 + Will bonus in new spells each new level after 1st
-once per day, you can renew all your spells with  8 hours of chants, craft, meditation, fasting and herbs 
-require spoken sounds, gestures & material components 
-material components include crystals, gems, mushrooms, herbs, caligraphy, art or incense

Spirit Symbiote
Mystics have a special spirit friend who increasingly bonds to them. There is a d12 table for what kind of spirit ally tradition you belong to, and each mystic requires a means of storing their resting spirit. The spirit is often first met in a ritual or traumatic event where the spirit came to aid the character. Your spirit exists in a 
hierarchy of other spirits and many dungeons and haunted places have spirits. Spirits are ethereal non non-material beings invisible to normal mortals but visible to the host and other spirits. They often have hot takes on what you are doing, even when you dont ask.

d12 Spirit Source
1 Lower Planes beings of hells, underworlds and the myriad of demonic worlds
2 Nature spirits of the mortal plane (land, plant, animal, water, wind)
3 Faerie spirits of faerieland
4 Elemental species often have a beast-like form
5 Poltergeists, troubled spirits of the dead, put to good work
6 Land spirits of certain places, wild, rural, urban or dungeon
7 Ancestral spirit, possibly a magician, often gives unwanted advice
8 Fetch Spirit, a part of your soul, possibly a spiritual twin or shadow  
9 Ghost of a friend, lover, family or mentor  
10 Radient alien spirits of law or star spirits 
11 Shadowy void spirits of the outer darkness who hunger for life force to feed on
12 Cherabim or other winged spirit guardians of the upper worlds

The spirit begins as an invisible spirit on the ethereal plane. It can be see and be seen by other similar ethereal spirits and detected by some spells. It can pass through barriers only on the mortal plane or non-magic with a Mov of 12. At each level, the mystic's use of their spirit power improves. They recover daily after rest and meditation. Spirit attacks can fight other non-material ethereal beings for a d3 attack, but not material mortal enemies. If HP destroyed the reform the next day. There are various familiar boosting skills to enhance them. 

Lv1-4
spirit use per round per level
scout ahead in the 
ethereal plane border and report back by touch contact what it has seen
1HP + Will bonus per Lv, AC+3 requires planar, silver, cold iron or magic weapons to harm, d3 attack vs spirits 
Lv5-8
spirit use per ten-minute turn per level (or until destroyed)
d4 HP per Lv, AC+5 requires +1 magic weapons to harm, d4 attack
Can travel the ethereal plane and speak to other spirits
Lv9-12 
spirit use per hour per level (or until destroyed) 
d4+1 HP per Lv, AC+7 requires +2 magic weapons to harm, d6 attack
can travel the faerie, dream and nightmare planes
Lv13-16 
spirit use per hour per level (or until destroyed)
d4+2 HP per Lv, AC+7 requires +3 magic weapons to harm, d8 attack
can travel the inner elemental planes
Lv17-20 
spirit use per hour (or until destroyed)
d4+3 HP per Lv, AC+7 requires +4 magic weapons to harm, d10 attack
can travel the outer planes and the astral plane 


Spirit Vessels
Pick One. When your spirit is not in use, it requires time in a container to recover and rest. While in a vessel form, they cannot also be a free-roaming spirit.

Hosts Body
Symbiotic spirit bonded to your soul or formed from it by strange forces from beyond. While safe inside you, it confers some benefits and offers you a different internal monologue of advice or just nagging

Lv1-4 Alerts a sleeping host to threats
Lv5-8 Confers protection from evil on host while inside
Lv9-12 Host can see spirits, invisible or ethereal beings 
Lv13-16 
Host who has failed saves to resist vs possession, confusion, sleep, charm or spells cast by spirits gets an extra saving throw using the spirit's chance
Lv17-20 Can teleport or planeshift host to location twice per day 

Familiar 
Form a material body to recuperate or aid the host. May become immaterial again as required. Unarmed attacks are magical damage like a spell effect but made in the physical form against similar targets. Familiars may be customised, and abilities changed from these with the GM approval by sacrificing attacks or reducing damage dice. 

Lv1-4 Form a small material body at will, usually a pet or small winged humanoid, d4 unarmed
Lv5-8 Form a medium body form at will, often more humanoid and well dressed. d6 unarmed
Lv9-12
 Form a large body form at will, often a mount, 2x d6 unarmed attacks
Lv13-16 Form a large body form at will, fly 24 or borrow 6 or swim 12, 3x d8 unarmed attacks
Lv17-20 
Reforms from destruction with 4d6 of host HP, Attackx3 d12

Item
 
Forms a magic item which can be used as a material component for spells (as a spell focus skill but you can have both). The item appears or disappears at will when not used or the spirit is out in ethereal spirit form. It has no encumbrance for the host. Various item choices exist but require skills to use. Thrown weapons return at the end of the round to the host.

Mystic weapon or armour 
Lv1-4 +1  
Lv5-8 +2 
Lv9-12 +3  
Lv13-16 +4
Lv17-20 +5

Mystic Tool (staff, wand, doll, cards, rod, book or medallion)
Lv1-4 know +1 Zero and 1st lv spell for levels 1-4
Lv5-8 know +1 2nd lv spell for levels 5-8
Lv9-12 
know +1 3rd lv spell for levels 9-12
Lv13-16 know +1 4th lv spell for levels 13-16
Lv17-20 know +1 5th lv spell for levels 17-8


Friday, 19 June 2026

6-Room Dungeon gothic tomb revision 3





































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

mapping your 6 room dungeon 

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

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

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

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

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

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

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

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

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

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

Thursday, 18 June 2026

6-Room Dungeon goblin mine revision 2





































My weekly Hawksmire Island D&D 5 game was particularly appalling this week. Ther dragon they were facing last time invited them to take one of three goblets to receive dark gifts or they would be eaten. So Glubglub got spirits and skills, Ratrump the halfling rogue and the new light cleric got mist abilities and Threekay the dwarf cleric got shadow powers. They returned home and worked on Bastions then set off again.

The party killed some orcs and came to city to explore. Found wanted posters for them. Glumpglump the musiacal barbarian tried to impress orcs by juggling heads of another tribe in front of them. The guards let them in without giving them rules in hope party would suffer. The party did some trade and signed up to join the Hunters guild so they could stay in the city. They went into the woods and killed some deer and were pleased they could join the guild. Found a cottage with a family and party a bit wary of some witch signs of sticks on house. So Glubglub invited the man to look in the barrel of his new gun axe and shot him. Party butchered werewolf parents while kids went inside. The new cleric went in to help the children and removed their curses. Glubglub wanted to get them but saw priest protecting them so backed off. Ratrum adopted the form of their dad (but only 3 foot tall) and said mean stuff to the kids to make them cry. Took kids to town and got their hunter's guild passes. Glubglub tried to show off "werewolf" heads that seemed like humans to most. Some guards backed off and secret police and divination teams were activated. The priest buried the heads with a proper funeral and cursed the heads. Threekay has been acting a bit more like a good cleric since he has competition. A messy session of bad behaviour. I'm fine with a new player resisting this.

Origional Series
1 Redbrick + Revision
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 

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

Environment
Rough cut stone mineworks, often with shafts up and down, ladders, scaffolding, rubble heaps and uneven slopes following veins of minerals. Wooden support beams will be in place some bent from the weight. There are a few wooden doors, but iron bar gates are more common. Some may be damp or dry. Will be dark, but lamps, torches, and candles might all be found.


Dungeon Defence Conditions
5 DEFCON Blue - Peace 1in12 encounters
-peaceful goblins working, mostly miners and labourers
4 DEFCON
Green - Increased intelligence 2in12 encounters
-armour and weapons made ready and some regular patrols and guard posts
3
DEFCON Yellow - War Ready 3in12 encounters
-baricades, traps set, doors locked, hobgoblins appear in guards and patrols
2 DEFCON Red - Ready to deploy 4in12 encounters
-marching hobgoblin squads and sections, bugbear scouts, more traps and barricades
1 DEFCON White - Total war imminent 6in12 encounters
-bugbear squads, other goblin allies and exotic goblin kin come to help 

d12 Sounds & Smells
1 Stale air
2 Sulphur
3 Smoke
4 Gas
5 Distant clanking sounds
6 Sound of shaking and rubble
7 Rattling chains
8 Distant earthy thumping sounds
9 Cracking rock
10 Sound of tools
11 Horn or bell of some distant 
12 Earth shakes with a lesser tremor

d12 Rumours
1 Goblinoids are bad enough, so look out for anything that can surplant them
2 Some of these mines found strange long-lost horrors best forgotten
3 Goblins can be more civilised than you think and can be traded with
4 Goblin markets have extraordinary goods unheard of by mere humans
5 Goblins are often controlled by more powerful monsters or even elves
6 You can still find minerals in these deep, dark mines, they say
7 Spirits of dead miners may lurk in a mine and may need to be appeased with offerings
8 Old mining structures may be dangerously unstable and bent with age
9 Areas of mines can be flammable and burn for decades
10 Beware of valuables lying about, even dumbest monsters use bait
11 Traps are bad enough but often these tunnels are wildly unsafe
12 Goblins in times of war start practising cannibalism and mutate into other goblinoids

d12 Missions
1 Miners need equipment just lying abandoned in the goblin mine
2 Mining company has breached a goblin mine and needs adventurers to clear it out
3 Dwarves surrounded by goblin outpost mines who could actually be sappers
4 Abandoned tunnels under the village are making noises again, go see if its rats
5 Goblins took a silver mine needed to make weapons vs supernatural beings
6 Goblins in the area are trying to peddle their addictive food, kidnapping and selling cheap goods!
7 Goblins have a new leader, making them more aggressive and resentful
8 New goblin clan, more warlike with more bugbears, thouls, goblins and more
9 What are those goblins digging up or building?
10 Spore clouds from the deep have made humans feel odd. Go and see what's up
11 Aggressive savage goblinoids led by a druidic cult have infested a hill and are attacking the frontier industry
12 The old haunted mines have come to life again. Lights have been seen from the area

d12 Goblin Factions
1 Mountain Borers are dedicated to war with dwarves, gnomes, elves and any underlang folk. They have a ever expanding kingoms under a high king of the deep
2 Earth Kindred are druidic cults, each has a favoured mammal, reptile or amphibian pets. (d6 1=bats 2=wolves 3=lizards 4=frogs 5=rats 6=jackals). They hate civilisation
3 Stone Killers serve evil elemental earth, ever digging and waging war. While some operate forges, many are stone age, shunning metal goods and dwell in caves   
4 Royal Goblins are the most advanced and fancy. They are snooty, love guns and duels. Their palaces are ornate, and they will hire hobgoblins and bugbears and worse as guards
5 Chaos Cult are often mutants, and some devolve into formless horrors. They hate order and civilisation, preferring to fight as irregular mobs to glory and entropy!
6 Arcane Cult are wizard and alchemist goblins who seek spell knowledge above all, wear pointy wizard hats. They trade for spells or serve wizards to learn spells
7 Machine Cult are mechanical engineers who craft automatons and siege weapons. They steal technology from gnomes, dwarves or humans readily and may improve it
8 Invert Breeders are druidic tribes who keep giant bugs, spiders, scorpions, crabs, worms or other critters. They domesticate a favoured species as foor, mounts or herd beasts
9 Fungus Farmers are druidic tribes who cultivate fungus forests in the deep and sometimes the surface world. They have ambulant pets also. Vegetal and slime keepers exist too
10 Faerie Kindred serve elves and faeries, and often live on the borderlands to keep humans away. They also kidnap humans, especially children, as slaves in faerieland, often using addictive food 
11 Goblin Market clans are travelling merchants who operate seasonal markets selling weird goods from across the great world tree and other worlds. They are secretive to humans
12 Death Kindred serve the underworld gods and death. They dig up corpses of humans and make undead from them. They often work with necromancers, dark rulers and death cults

d12 Goblin Allies
1 Dark faerie such as brownies, sprites and dryads of underworld fungus  
2 Evil gnomes are sadistic enslavers with weird powers
3 Hobgoblin mercenaries might be called in but there is a risk they take over being more lawful
4 Bugbear mercenaries might be hired but they will start eating goblins if times are lean
5 Norkers are savage, tusked big cave goblins who shun tools non stone age tools
6 Gremlins, snyads or Mites are tiny goblinkin who infest areas and spread bad luck 
7 Nilbogs are contrarian chaos-touched goblin saints who may dress as jesters, things that harm normal people heal them and healing harms them
8 Barghests with own goblin followers and pets might come to help but are dangerous
9 Thouls are made by arcane goblin rituals where they mate ghouls, trolls and goblins to make these dangerous monstrosities. They often live alone or as bodyguards as more antisocial 
10 Kobolds are more orderly but respected crafters and builders, and are goblin kin
11 Dark Creepers and Stalkers, fey folk from the deep who hate surface folk
12 Trolls are dangerous to deal with and eat goblins but effective and work for food

d12 Goblin Enemies
1
 Maezel humanoid hating loners, hunt other species and are widely hated, have a secret lair
2 Mimicks eat goblins and are disguised as treasure, ore carts, barrels and mining gear
3 Abhuman beast folk might enslave or eat goblins (d4 1=mole 2=lizard 3=toad 4=rat 5=bat 6=squid) 
4 Ogres and giants may eat or enslave goblins
5 Dwarves are age-old foes, even if they have similar alignment and cults
6 Elves of bright or shadow dwelling may enslave or wage war on goblins
Fish folk from deep flooded mines will eat and enslave goblins
8 Land Shark, a huge burrowing horror
9 Giant ant or termite colony
10 Giant bugs, spiders, scorpions, crabs, slugs, worms or other insect critters
11 Ochre Hulk will hunt and eat goblins
12 Xorn come to eat minerals, especially gems

d12 Special Treasure
1 Goblin Idol of stone, clay or woven fibre, holds a spirit that warns the local goblins if an intruder enters the goblins' area. Some may have wards or curses ready on them as traps too
2 Goblin Pick d6 ignites flamables with sparks if struck on stone or metal +1 lightning damage and makes a flash of light over a 3m circle. +2 to hit vs metal armour
3 Eggs that hatch creatures (d4 1=strange goblin dogs 2=spiders 3=slugs 4=giant beetle), in a box with a d6 and padding
4 Chaos Mushroom gives you a d4 minor mutation and a major mutation for one hour, for each mutation save or becomes permanant. Too many mutations can make you a chaos horror
5 Goblin Sacred Pole protects camps from petty spirits and wild animals over a 6m circle, unless you attack them first
6 Goblin Bone Flute if played, animates a skeleton as long as you play as a standard skeleton. It is obvious who is controlling it
7 Ancestral Mask +1 AC and +1 damage any weapon used if worn by a goblin, other users must save or be possessed by an ancestor spirit who will try to destroy the body to aid goblin kind
8 Goblin Ruff +1 Protection, fancy neck ruff that can shrink to a modest collar
9 Goblin Mace d6 +1 magic mace, if blocked by a near miss from a non magic sheild will shatter 
10 Goblin Cestus d4 damage, +1 Protection and +1 hit and damage, but you must wear the pair; if punched together, they produce sparks and a loud noise
11 Goblin Blade d4 damage and save or a d4 venom damage, handle can store 10 uses in a well
12 Goblin Fruit is very delicious and sweet to smell. Eat any save or crave more beyond reason, allowing goblins to lure you to faerieland. You get one more save to resist capture but you remain desperate and melancholic. Drinking lots and vice helps take away your loss. Removing the curse or cure poison may help

d12 Special Features
1 A pumphouse worked by machines or labour is required to keep water levels down 
2 Goblinoids are already on alert due to conflict with some invading enemy monsters
3 A spirit of mine aids the goblins with alerts, traps, and healing
4 Poor safety conditions, noise or explosions may cause cascading cave-ins and mini quakes. Perhaps complex has a timeline of minor events before a final collapse
5 The mine is hot and sweaty, making fatigue worse in heavy armour and you need more water
6 A strange mineral or gas poses additional risks (d4 1=corrosive 2=mutagen 3=poison 4=flamable)
7 Fungus has overgrown every surface and attracted giant critters
8 Haunted with undead miners and possibly any killed here arise occupied by evil spirits
9 An evil mine spirit bothers everyone here with pranks and worse but goblins are more prepared with holy symbols and their magicians have spells ready for it
10 A giant sleeping titan or kaiju has been partly exposed and in several chambers with valuable resources right against it or perhaps it is the resource
11 Damp and slimy mines slithering with gelatinous monsters and perhaps some giant bugs who eat them
12 Giant ants or termites or rats are always getting in and a pest for regular occupants and possibly a dramatic breakthrough might happen soon. Three-way combats or strange alliances might form in crisis

Tuesday, 16 June 2026

Is Ravenloft the Best official D&D5 Setting?





































Yes it is. No doubt

Oh reasons....sure
Actually its like my Planet Psychon in some ways...

1 Ravenloft is Mostly One Way Entry
Domains connect to other domains. You can come from any setting to Ravenloft. Once in Ravenloft, getting out is harder. You dont need to worry about the rest of the multiverse much.

2 In Ravenloft everybody is damned
All those normal villagers in the land. They are all damned too. If they die here and dont get their souls eaten or turn into undead, they get reincarnated in another domain. There is no escape for most people. The land may snatch you back if you escape. If your a horrible person like a murder hobo adventurer its no wonder you're here now. If you were good, maybe some power is testing you or wants you to beat a domain lord.

3 Ravenloft is a Prison
The domain lords are prisoners to whos tragic circumstances are used to make them suffer. Adventurers may be brought in as a test or challenge or to frustrate the domain lords. The truly good may be brought here to frustrate to prisoners and to test their zeal with corrupting dark power. Some good might be sent by a good god to help free commoners from suffering. Maybe adventurers give false hope to locals to crush their spirits. You might be here to be corrupted or to make sport for a domain lord or perhaps to make a villain of the realm suffer.

4 You Will Never Escape!
The world seeks to make you its creature and may offer dark gifts to help bind you to the nightmare realm. Maybe the dark forces tease you with escape then brings you back just to show your never free. The uk 60s spyfi show "The Prisoner" is a good show with this struggle. You might come up with stories of escape that lead you to some disaster. Maybe if a pair of mist traveller holds hands with others in between they could all travel. Maybe The Dark Powers let you loose for a bit and trick you back. Perhaps a hunchbacked angel or a hermit might know some secret out but the information is flawed or has unforseen catches.

5 Dark Gifts are Shackles
I quite like various versions of dark gifts. A new version is out but I dont really know if very different. Im making a rare change to these rules for my own game. I presented choices of dark gifts as boblets of fuid or a black dragon would eat them. The dragon gets kickbacks for encouraging others to take dark gifts but has to let you live. So in the older Ravenloft 5th ed book I found the gifts not good value as feats. But as bonus setting abilities, they are fine.

I have rewritten 4 ive offered so far in game. Im keeping the core benefits of powers and diluting the weakness. I'm redefining the bad stuff as Quirks, which might just be cosmetic. The 1in20 roll activates problems, the mechanic isn't too awful as you only get this effect once per long rest. I'm using all the fluff tables and disadvantages for cosmetic drama fodder not just mechanical effects. I will be fine if some creepy features come up in some situation and they are great roleplaying fodder not mechanical and too punitive as in the official versions.

To me dark gifts are signs of corruption you willingly accept that help bing you to the realm. I might offer them more in-game but escape from the realm depends on purging them. Some expert or location will reveal the means. My take on them is to make characters bound to Ravenloft and introduce personal spooky fluff drama for a more psychological character development. The tables and penalties described in the text are now just for ideas. Id rather have more narrative cosmetic effects than mechanical nerfs. I think a 1in20 chance of activating a weird effect is more just a reminder to have a side effect used in play. It is fine like this, but it feels more punitive by book. A few new book reviewers are complaining about these like they are new. Im probably waiting till the book goes on sale. 

Living Shadow
Grasping Shadow. You learn the Mage Hand cantrip if you don't already know it, and require no components to cast it. The hand created by the spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift).

Shadow Strike. When you make a melee attack roll, you can increase your reach for that attack by 10 feet. Your shadow stretches and delivers the attack as if it were you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Quirk: Your shadow does odd things and looks strange sometimes. They might activate on a roll of 1 in play once between long rests or other times

Mist Walker
Misty Step. You can cast the Misty Step spell, requiring no spell slot, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift). If you have spell slots of 2nd level or higher, you can cast this spell with them.

Mist Traveller. When you enter the Mists, intent on reaching a specific domain, you are treated as if you possess a Mist talisman keyed to that domain. To use this trait, you must know the name of the domain you have chosen as your destination, but you don't need to have previously visited that land. This trait doesn't allow you to bypass domain borders closed by a Darklord's will.

Quirk. You feel more comfortable travelling than staying in one place. Its as if the land puts roots in you and drains your dreams. You recover fatigue half speed, if you remain a week or more in the same bed or comunity. Prison would be awful.

Borrowed Eye (in players case watched by ancestral spirits)
As an action, you can influence the presence guiding the watchers for 1 hour. For the duration, you gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can't be blinded. Once you use this feature, you can't use it again until you finish a long rest.

Quirk. Spirits are attracted to you and gossip about you, divination attempts vs you have advantage or greater effect. Spirits might become visible on a roll of 1 in play once between long rests or other times

Soul Echoes (visions of past life or incarnation from spirits)
Channelled Prowess. You gain proficiency in two skills of your choice.
Inherent Tongue. You can speak, read, and write one additional language of your choice.
Quirk. You get flashbacks and echoes from the past from spirits on a roll of 1 in play once between long rests or other times.

6 A Domain of Your Own
You can make your own bampagn for one or two sessions or longer. You can try other domains and ditch them quick. There are tons old splatbooks from the past to get ideas from. Lots of old ones on Drivethrough POD. You dont need a huge campaign setting, and you can bring up any environment you please. Make a setting you like. A mini domain to sample any idea without going whole hog. Made a dud? Let it break up, and the dark powers recycle it. 

7 Variety
Horror sub-genres and various pseudo-historical inspired fantasy let you try a huge amount of campaign styles.  Also, a variety of social encounters and ultra violence can be found with villages, ruins and haunted places. All kinds of scenarios can be amped up to be horror domains.

8 Villains
They are jerks you can unrepentantly kill if you can. Recycle old, dead campagn villains. Maybe they still return if the dark powers support them. But don't overdo this. Maybe a shadow of them is just felt in paintings and clues of some new domain lord's realm. Maybe these could be a bridge for the lord to return. A minor haunting might be a fragment of the old domain lord grasping at existence.

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

Finally, I think the new thing most in line I'm waiting for is a book with all the core wizards in one book with new spells. They really need a deity book with gods and domain clerics. Wizards and Priests have a huge effect on world-building and are essential for the campaign, and not just for character use.

I hope we dont get these subclasses in dribs and drabs and do get something like the 2nd ed brown books for major classes rather than leave as an implied big project that never finishes. Maybe could do cleric and paladin book, ranger and druid book, rogue and bard book. Making an edition with no effort to complete basic game features seems a bit broken. I think they prefer small doses so they can sell books to players with player options to sell books.

Imagine one book of d&d5 with content only up to 10th lv and basic content to start play from dmg and mm. Then you could worry about high-level later and not let it take up your headspace beyond that. Obviously, a later book with 11-20 would be a less-needed option for most players. 

Partly, I play by core books and limiting non core book content on request. Ravenloft and Theros campagns help me narrow lots of game content. I do like one bastion feature in the FR players book for theros letting you have a druidic woodland weird sylvan peoples are attracted to. Honestly Id like a Bastion book with mundane building cost and times and some domain tables to run yearly play turns where you spend a season at home. Im exited by prospects of getting haunted Bastions.