Thursday, 19 March 2026

Post 2500 New Campagn Setting


Post 2500 Special Event!

For my weekly game in the club in Port Adelaide
Has been fun and met lots of great new gamers - nice to have 5 players
Ill repeat my earlier notes on this as more resolved now from the random tables in 2014DMG
Anyone is welcome to use this map - if your playing this game dont peek
I got to run a all woman player call of cthulhu game too.

They bound an invisible star vampire and wanted to give it a harmonica so they knew where it was.

Everyone arrives through a shroud of fog.
Even local villagers arrived like this but children born here.

Tables for arival here:
https://elfmaidsandoctopi.blogspot.com/2026/02/barking-alien-challenge-day27-anecdotes.html

It's actually a Ravenloft Domain





































Hawksmire Island
A mist-shrouded island domain in the sea of Terror.
Most of the coast is cliffs and rocks, and wrecks are common.
Wrecked sailors have no idea where they are just that they were starving and lost in the mist.

The coast has a number of cursed villages that struggle to reach the central town of Hawkmire, and the other villages are worse. Hawksmire the town in the middle, is surrounded by mountains then forest. Between the coast and the mountains are wasteland and woods occupied by orcs that hunt humans for sport. 

Let me know if this day/night table format works

I will detail the town later, but a brief guide to villages is here:

Chumwater
A fishing village, 2/3 of the buildings are abandoned. Current villagers found the village and occupied it. There are catacombs linking the shacks and sea caves but they are dangerous. Villagers believe they were emergency shelters and storage but know giant spiders and undead haunt them. The tavern with a sign bearing a weeping dwarf is from the dead swarf people found here, and occasionally hear its spirit sobbing in the cellar. They say the dwarf built the tavern to make friends, but nobody came. The Mariners Guild is the most impressive building and is a members only mens club for fishermen to drink, feast, and sing like many fraternal orders. They are also Dagon cultists. Cultists warn against dabbling with the seductive anglerfish cult in a northern village. Locals depend on a goblin village of mushroom houses that trade and keep orcs away. Everyone wants the pub to re-open but the angry spirit of old Willum the last keeper haiunts it. He will rest if his treasure is brought to him that he and a goblin boss stole together from other washed-up adventurers. Some kind of deal may work to keep the goblins friendly and satisfy the ghost. The cult also sacrifice washed up strangers who are not yet seen by the village. The catacombs link the cult cellars and the goblins and sea caves. Fish folk give villagers fish and cursed gold that men crave beyond reason.

Festivals: 
Mariners Day - drinking, feasting a family fun day with lots of songs in an undersea speech
Dagons Feast - when villagers sacrifice to the fish god, then all eat his bounty of fish

Beer: Crying Dwarf Ale 1sp or Goblin Beer 1cp
Countermeal: Fish and parsnips wrapped in pages of books in the basement 1sp, barley porridge 1cp, crispy fish skin 1sp

d12 Chumwater Weird Customs
1 Locals sing sea chanties 
Old man telling sea stories
3 Fish slapping contests for feuding neighbours
4 Fishermen kiss some fish, then release them
5 Mariners guild meet to feast and drink
6 Women sing and throw bones in the sea
7 Children have a chum fight, throwing stinking slop at each other
Mayor listening to the grievances of the village 
9 Parade a mummified mermaid around village in a case and blow horns
10 Fishermen beaten with sticks for breaking the law of the briny deep
11 Puppet shows about evil angler fish mermaid witches
12 bodies were thrown off cliffs into the sea for sharks to eat for funery rites

d12 Chumwater Encounters day/night
1 Farmers working or a wolf skulking about
2 Fishermen working or a fish person exploring
3 Women working on nets or shambling seaweed humanoid
4 Blacksmith working loudly or theiving sea faerie
5 or fish cultists looking for victims
6 Locals helping a shipwreck survivor or cult grabbing shipwreck survivors
7 Women butchering seafood or drunks on the way home
8 Drunk driven away by mob or a frightened drunk has seen some stuff
9 Visiting goblin traders or a goblin thief
10 Panicked farmer saw an orc or orc scouts
11 Driftwood gatherers or fishfolk on shore
12 Goods washed ashore from a wreck or cultists meeting fishfolk on shore

d12 Chumwater Exploration
1 Sea cliff cave exposed at low tide
2 Shipwreck spotted offshore
3 Flotsam and jetsam on the beach from a ship wreck
4 Washed-up sea monster body
5 Unconscious shipwreck survivor
6 Wreckers robbing a wreck and killing survivors
7 Stone Idol of ancient fish god
8 Goblin mushroom houses
9 Owlbear or sea troll cave
10 Orc scout camp
11 Catacombs used by old people to hide, smuggle, shelter and bury dead
12 Mysterious giant sand castle populated by monsters appears for one day

d12 Chumwater Adventure
1 Why does the ghost of Old WIllum haunt the tavern so he can rest and we can drink again
2 What is the recipe for Crying Dwarf Ale?
3 Clean out the catacombs so people can use them
4 Are orcs spying on us from the hills?
5 What is the Mariners Guild really up to
6 Why do some shipwreck survivors wind up dead
7 The goblins used to trade with us what do they need?
8 What happened to the old church and what was its faith?
9 What is the real story of the Dwarf who built the tavern
10 What happened to the people of the village who built it?
11 We have quite a few monsters living in coastal caves
12 If people stop the worship of Dagon how will we eat?

Angler Harbour
A fishing village with a matriarchal community. The Mariners guild here still serves the fishermen, but has secret rites for the Guildmistress and women only. Local fish folk have glowing lures and carry sacrificed men to their goddess Lampgulp, and they are fused to her flesh like male anglerfish. Lampgulp is enigmatic (and possibly a moron) but her vult believes she is a source of divination and protection. She eats ships and causes many of the wrecks on the island. The fisherfolk cult knows how to pass the mist but mostly they visit another cursed Island where Lampgulp is attracted to a beacon.

Festivals: 
Lampgulp Eve - celebrating when the anglerfish goddess vomited up the sun she swallowed with floating lanterns, a great burning sea cliff beacon and then a feast. Fish mask parade with lanterns after by the sea
Sea Lords Wedding - a male is sacrificed to anglerfish folk who carry him to the deep to fuse with the flesh of mighty Lampgulp forever. Mostly it's a harmless performance but the real ceremony is later at night under a full moon

Beer: Lampgulp Sea Ale 4cp salty iodine peat flavour
Countermeal: Fish & Seaweed Chowder 1sp

d12 Angler Harbour Weird Customs
Charming folk dance with lanterns
Coastal beacon or bonfire redied
3 Wife carrying contest
4 Lit floating candles set adrift
5 Singing women with candle hats procession
6 Prey waste deep in water, wearing robes
7 Staring at strange men who visit 
8 Preying man throws coins in sea for luck
9 Matchmaking old women gossip about unmarried men
10 Tatoos with marine art and text in ancient fish folk cuniform
11 Women come to inspect new men in town and get grabby
12 Song about finding husbands for Lampgulp the anglerfish god

d12 Angler Harbour Encounters day/night
1 Fishwives drying fish on racks or robed women singing a strange song with lanterns
2 Fishermen working or a selkie stealing trinkets
Locals helping a shipwreck survivor or cultists dragging a shipwreck survivor
4 Someone saw a ship at sea or lights visible in the sea
5 Locals find a dead mermaid or a carnivorous mermaid crawling to snatch humans
6 Local carving sea creatures from wood, or a robed woman with a lantern and a trident
7 Butcher chopping seal meat or an unconscious man dragged away by an anglerfish folk
8 or anglerfish folk and cultists dancing
9 Orc in a cage hung over sea on wharf or by night just a bloody skeleton
10 Locals boiling a cauldron of clams or giant crayfish looking for food to steal
11 Wounded fisherman being healed or crucified fisherman begging for help
12  or see a colossal anglerfish lamp at sea

d12 Angler Harbour Exploration
1 See a coral reef that was once ruins
2 Swamp with mysterious glowing lights
3 A pile of burned stones of an anglerfish beakon fire 
4 Cave where old man is hiding from the anglerfish cult 
5 Ancient ornate lamp post with magic lamp
6 Sinkhole to salty cavern
Cave of a cannibal cult clan
8 Selkie sea cave
9  Sea cave with mysterious growing lights
10 Giant sargassum offshore with wrecked ships inside
11 Island from the sea floor arises for a day of ancient undead squid folk
12 See a strange island with wondrous fruit trees but its really a colossal fish trick to eat people
 
d12 Anglers Bay Adventure
1 What are the locals up to with fish and lamps?
2 Rescue a young selkie captured by sealers
3 Scavenging of a wrecked ship in a giant sargassum
4 Get rid of the cannibal clan in the cave
5 Explore the reef that sorta looks like ruins at low tide
6 An evil tribe of lampless fish folk have been spying on us
7 Lampgulp our great anglerfish goddess needs adventurers to kill someone in her belly, honestly, it's not a trick. In a tavern in a wrecked ship, inside her is full of all kinds of scum. She can get you off the island also
8 The beacon must be lit and kept burning all night while villagers are busy doing a ritual, dont let saboteurs mess up our plan or we might all get eaten
9 Recover idol from a sinkhole cut off from the sea 
10 A quake has left a floating island-like mass from the deep that needs investigation
11 An evil whale has attacked fishing boats and needs a lesson in pain
12 A man has run away from his marriage and needs to be brought back unharmed (has he been married to the lamprey god to fuse with Lampgulps flesh?)

Ealdwell
Villagers seem nice and the rustic old buildings often have tower corners and high gables. Many are crooked and seen better days but it still has some charm. The village has a sealed more ancient well with a sealed lid they open to fetch water and throw in criminals and miscreants. In the well is a tentacled frog god trapped by a wizard. His dreams have corrupted locals to his cult via dreams. People here find they forget details and their own past. 
Even the undead here forget and wail at the loss Villagers will try to trick adventurers into recovering seven keys to release their god so he can escape and leap to the stars (after a large meal to ready himself for a cosmic war). waste deep in mud or frog folk walking the streets. 

Festivals: 
Wizard Praise - to thank the wizard for containing the beast (but really they try to undo the magic)
Cosmic Key Day - to prey for when the seven keys release the beast who plunges to the stars and opens the gateway to release the seven dooms of a new age of black magic
Marshball - two rivals or teams fight over a ball, waste deep in mud then drink beer until they vomit

Beer: Croaking Beast Extra Hop Ale 4cp, frog grog 1sp, marsh weed pipe 1sp pipeload or 1gp for ounce pouch of 20 uses
Countermeal: roast marsh rat with pickles 1sp or roast bugs 2cp frog stew 1sp

d12 Ealdwell Weird Customs
1 Singing by night
2 Athletic hopping dance
3 Drunks out in public late belching
4 Marshweed users have smoking contests (smoke rings impress) 
5 Some live with frog folk and vice versa
6 Puppet theatre shows the well-binding and battles with the frog god
7 Children play hopping games and chant
8 Locals catching frogs for a frog wedding to bring rain
9 People meet frog folk for rituals in the swamp
10 Tell story of heroes who recover magic keys to open the well
11 Strange dreams of the well and the frog god
12 Stories of a ruined castle where the wizard noble battled the frog god many times

d12 Ealdwell Encounters day/night
1 Dancing villagers around the well or feel underground vibrations
2 Farm workers singing or loud croaking frogs everywhere
3 Trapper with cage of giant bugs or a stranger weirdly hopping in the street
4 Street seller of worms & maggots or mad drunk digging a hole with hands
5 Choir in training or old people with ear trumpets listening to earth
6 Someone lost, forgotten own name or hear strange music in mind
7 Men smoking marsh weed or crazed drunks hallucinating they are frogs
8 Locals are admiring a huge frog eating a giant rat or giant frogs on patrol
9 Mysterious dancing bard or were frog spy transforming
10 Elders reciting a song cycle or naked locals dance around the well 
11 Forgot the name of a family member or perceived phantom frog folk spirits 
12 Children racing and pampering frogs or local talking to giant frogs

d12 Ealdwell Exploration
1 Huge webbed footprints
2 Boggy pit or pond full of croaking frogs
3 Prehistoric worn stones with mysterious amphibian glyphs
4 Enigmatic stone sphere, head or frog
5 Stone monolith
6 Pools connected by waterfalls
7 Sinkhole into the underground pool
8 Ruined bathhouse on a small lake
9 Ruins in a swamp
10 Dark haunted forest
11 Lost traveller can't remember who they are or where they are going to or from 
12 Cave grotto with an aquatic monster guarding magic secrets

d12 Ealdwell Adventure
1 We believe a magic key we seek is in a dungeon
2 We seek a ruined manor of a wizard but unsure which is his
3 Help a person who forgot their past find who they are
4 A valuable frog has escaped please find it
5 Goblins are selling magic frogs please trade some pairs we can breed
6 Find some relics in the prehistoric amphibian ruins for out town hall
7 A wizard has built a tower in the swamp please kill them
8 A hideous mutant frog monster in the swamp has no respect for villagers please kill it
9 A stranger came to town for the strange dreamings and went mad, please catch them so we can treat their condition
10 Before a bard battle, one bard hires people to spy on rivals
11 Drunk selling a treasure map of a dungeon they half finished 30 years ago  
12 Commoner having strange dreams as if under attack, how can we help them?

Greywater
Rotting salt bog fishing town with oddly primordial fishing. Jellyfish, trilobites, giant sargassums, armoured giant fish and marine giant scorpions are oddly common here. The wetlands are filled with trees but parts the salt has killed everything and coated it in salt. The village is on the edge and has many stilt houses. Racks of drying seaweed and strange catches are everywhere, but Jellyfish are the most common. People eat jellyfish in many forms like dried, shredded like noodles, powdered, flavoured and reset im moulds. Many eat with seaweed or vinegar. Strange gelatinous horrors, fungi and plants grow. Giant bugs, worms, toads, newts and lizards thrive. Villagers and local goblins and beast folk eat these. There are shunned mutant clans in the wilds and some villagers keep shameful hidden kin mutie kin indoors. Villagers fear the terrible orcs and choose to live in a place so bad orcs reject. Their is a cave under the village where a draming liquid elder god spawns hideous freak mutants that locals often kill. Some are infected by spores and now dream of the god and a cult is forming.

Festivals: 
Mutie Hunt - where people gather into mobs and go beat up as many mutant creatures or people they can catch
Low Tide - lowest of the year where interesting deposits of marine debris and ancient ruins are exposed to loot and decorate you homes. At night, strange sea creatures come  
Glownight - at end of autum where luminous bugs swarm everywhere around the swamp and things that eat them start to glow too for a few days. People like to gather them and have wild dance parties

Beer: Kelp Ale 2cp and Frog Grog 1sp
Countermeal: Shredded kelp and jellyfish with roast giant isopod 1sp Dried fish snack 1cp Dried Squid 1cp

d12 Greywater Weird Customs
1 Lots of singing, drumming and dancing
2 Innovative users of slimes and alchemy
3 Children play whack the mutie
4 People look suspicious of strangers with cloaks that could hide mutations
5 People use glowing bugs for lamps and candles
6 Shadow puppets with sinister subtexts about mutants
7 People torment pathetic, small mutants from the sewers they see as pests
8 Cheap magic potions on cusp of use by date at weekly sales
9 Eel wrangling games for drunks
10 Burn effigies of the hidden impure ones 
11 Locals discuss the dreams they have from below
12 Comune with strange creatures and species in secret rites

d12 Greywater Encounters day/night
1 Old people fishing or ochre jelly
2 Women beating jellyfish dry with salt or grey ooze
3 Locals are coughing and spitting colourful phlegm or slime, disolving a corpse
4 Street seller with roast trilobites or giant bugs eating washed-up cow
5 Alchemist selling potions (possibly some real) or olive slime infected zombies
6 Slime trails everywhere or giant slugs and snails 1in6 carnivorous
7 Locals dancing and drumming holding glowing bugs or the same as day but now high
8 Kid selling glowing bug jewellery or gelatinous horror absorbing a small shack
9 Kids throwing slime, crawling everywhere or a giant marine scorpion
10 Child reveals a mutation and people outraged or giant crabs
11 Locals fight off swamp monster and cook it or pack of giant toads
12 Mist from the sea or glowing spore clouds from holes and caves

d12 Greywater Exploration
1 Cave into underworld of glowing bugs and fungus
2 Hole with pathetic, small mutant things living in it
3 Sinkhole into the living lake of dreaming liquid god flesh 
4 Farmstead of a clan of mutant cultists
5 Mist area full of slime creature pools
6 Giant fungus grove with giant bugs and lizards
7 Shack of abandoned mutant teens
8 Hunters cabin with a gang of inbred mutants
9 Ruined shrine of the slime gods
10 Goblin village
11 Hear strange music from holes
12 Lake of protoplasm responds to extreme emotions and dreams

d12 Greywater Adventures
1 Dangerous slime coming from sewer to eat village stores please get it
2 A child is lost in the sewer looking for a pet dog please find them
3 Guard salt collectors from a horrid huge marine humanoid thing
4 Block off these weird holes around the village so spores dont come out
5 Kill a clan of mutant farmers in the swamp or hunt a mutant prisoner
6 Catch any strange small mutant creatures you find so we can bottle them and keep them in town hall attic
7 Visit goblins and see how many are afflicted with mutations 
8 A giant sea ascorpion roams the streets by night and the poor drunks cant get home
9 Alchemist was killed doing essential slime research. Go check his lab is safe to loot
10 Alchemist trying to make explosive green powder from glowing bugs has been kidnapped, go find them
11 Dispose of this alchemical waste somewhere like the sea, swamp or a sinkhole
12 Slime zombies have been coming from this area go find the source colony and destroy it. If you get infected dont bother coming back
Ooze attack on the village with multiple gelatinous fiends on the loose

Burning Hill
Mining village with deposits of iron, coal and a mysterious green crystal that if ground can be used like gunpowder. The town gets its name from a coal mine on fire for decades. Some worry the burning mine and the greenpowder mine will meet and explode. Villagers are often dirty and in mining clothes and gloomy. But they do light up when visitors come and anounce a festival. They worship a sinister green flame that lives in a well under the village and they sacrifice strangers. At the height of festival, the flame comes from the well to kill non-villagers and burn their souls. Every few years, ultratellurian beings from the stars come to trade and worship with humans with their buzzing voices. The orcs are wary of the villagers' guns and star friends but ambush travellers. Local leaders have strange gifts and weapons from beyond

Festivals: 
Rockball - two teams fight over a 4 ton granite boulder that can crush a man
Fallen Day - pray for mining ancestors, goblins, kobolds and gnomes fallen to underground peril
Eldritch Flame Festival - summon their fire god and star friends, but it doesn't always work

Beer: Goblin Beer 1cp, Mountain Beer 1cp, frog grog 1sp, marsh weed pipe 1sp pipeload
Countermeal: Pancakes and honey 2cp Bacon & eggs and steak 1sp

d12 Burning Hill Weird Customs
1 Leave bread at the shrines of fallen miners for kobolds
2 Sing gloomy songs about industrial accidents
3 Find a witch to bless a new mine
4 Certain trees are never harmed or forest spirits offended
5 Fear of digging too deep and opening a pit to hell
6 Consult divination or mine spirits for dig hazards
7 Pray to mountain spirits for mercy
8 If you hear insects call your name, flee!
9 Kobolds appreciate the gifts we leave them and we live in peace
10 Mining companies and the mining guild own most of the village
11 Locals revere dwarves and gnomes and ask for their blessings
12 Gems are the blood and tears of gods

d12 Burning Hill Encounters day/night
1 Miners with carts of minerals or 
strange yowling huge cats walk around at night
2 Miners treating a wounded worker or mephit released from a thermal vent
3 Miners singing between mine and home or shy gnomes
4 Men stoking a furnace to smelt ore or clanking automaton
5 Bakers delivering food or lone werewolf and wolves
6 Farmers at work or devil goat up to mischief on rooftops
Pony cart with load or witch flying in iron cauldron
8 Men drinking after a shift or mine spirits come to moan to living
9 Women doing laundry or an adorable redcap gnome turns ogrish with a pole axe
10 Women making pasties or a dopelganger in disguise, hunting with glee
11 Weird preacher giving a sermon or a strange buzzing voice in the night, chanting
12 Playing a ballgame or drinking competition

d12 Burning Hill Exploration
1 Ancient stone circle where ultraterretrials were once called
2 Abandoned mine
3 Prospector or trapper shack
4 Frontier farm shack
5 Cultist family farmstead
6 Crater or quarry or open-cut mine
7 Concealed forgotten mine shaft
8 Wild goats and other game
9 Alchemist shack making greenpowder and guns
10 Witch cottage
11 Hell goat
12 Pit of vivesected human corpses

d12 Burning Hill Adventure
1 Weirdos have been seen going into an abandoned burning coal mine and people think its strange
2 Werewolf hunting mob forming and inviting you
3 Body found spread out carefully over a field exposing circulatory, digestive, respiratory tracts and nervoius system but no brains. Locals puzzled
4 Help rescue miners in an accident, locals will be impressed with your efforts
5 A company wants proof a rival company serves hell! Go get evidence
6 Check out abandoned houses for any monsters
7 Shambling seaweed or algae creature roaming the coast, screaming and keeping babies awake
8 Recover the telescope for a wizard stolen by goblins
9 An old man who liked midnight mountain walks has vanished. Please find his body to comfort the family
10 Investigate devil cults trying to reach hell through abandoned mines
11 They say a great hairy ape beast eats people in the woods but nobody has ever killed one. Maybe it is one of the old woodland spirits? Kill one to prove it is real
12 Ghouls have been seen in mine graveyards please get rid of them and repair tombs

Wolfmire
Villagers are woodsfolk who live by hunting and skinning. The most important place is the hunters' guild, which is guarded by wolves. Most villagers live in fear of the werewolves in the area, who are actually senior guild leaders. Locals fight the orcs and hunt them and the orcs return in kind. The orcs like this but complain of werewolf attacks, so are wary in the area. Locals dont fear orcs like other villagers do and embrace the hunt. They have a shrine to the island's ruler. Some of the werewolves serve in her retinue.

Festivals: 
Howlings Day - locals howl to the wolves and drink under a full moon
St Rolf's Day - a loyal canine-headed saint from far away was a ferocious zealot of chaos, everyone feasts and leaders reward good villagers

Beer: Bloodmoon Ale 2sp or Mountain beer 1xp
Countermeal: Hunters pie 1sp or Roast joint with tubers 4sp

d12 Wolfmire Weird Customs
1 Animals brought to testify in court 
2 Marraige of the wolf effigy procession
3 New moon ceremony to bless village
4 Man dressed in wolf hide catches children but those who hide get a cake
5 Puppet shows about wolves getting farm animals one by one 
Ceremonial testing blades on a boar or orc carcass
7 Locals keep "wolf hounds" that are just wolves who hate dogs
8 Locals only aprove packs of local black wolves and werewolves and hunt outsiders
9 Criminals and orcs thrown into a wolf pit and locals bet on how long they live
10 Most locals have beards ir long hair
11 Locals enjoy rivalry with orcs and hunt them
12 Local bards lead singing events

d12 Wolfmire Encounters day/night
1 Loggers with axes, drinking or berserker cannibal cult on murder spree
2 Wounded drunk lumberjack drinking or lone wolf
3 Party of surely unfriendly hunters or wolf pack
4 Jolly local bard out hunting or a wolfwere
5 Butcher hacking meat or drunk murderer who likes to hunt and skin people 
6 Workers flensing skins or doppelganger hungry for manflesh
7 Crafters making leather goods or malicious evil dire wolf
8 Carpenters making wooden crafts or creepy old drunks urinating on doorsteps
9 Trapper with donkey load of skins and meat or a werewolf
10 Man butchering wild dogs or werewolf witch
11 Hunterrs return ofter months in wild or berserker werewolf
12 Men brawling for money or pack of snarling werewolves preparing to hunt

d12 Wolfmire Exploration
1 Cave with wolf lair
2 Stone wolf cult altar
3 Area of bloody gnawed carcasses and bones
4 Shack of a poacher who is also a werewolf hunter
5 Treetop hideout of a werewolf hunter spying on the area
6 Cottage of a wolf witch
7 Secret hunting lodge
8 Wolf traps to protect a secret or werewolf hunter
9 Stone dolmen, where the gift of lycanthropy can be gained with a ritual
10 Shrine of a feral beast god of bloodlust
11 Ruined idol in the temple of the old sky-death god with wolves by its side
12 Camp of Berserkers preparing a cannibalistic feat

d12 Wolfmire Exploration
1 A beast attacked the loggers' camp and stopped work
2 A peskie pixie or sprite or imp is performing pranks and making people fight. Please stop it
3 Rich people want dangerous adventurers to come to their hunting lodge for a birthday, offer 100gp each and dinner guests of honour
4 Find out why kobolds are offended in a mine and why they won't work
5 Join a hunt for a magical, unique monster
6 A farmstead of deranged berserkers attacked tax collectors. Please arrest them as our bailiffs are all off sick with skifflsniffs
7 We have brought in some small mutant horrors for children to hunt, guard them so nobody steals or kills them or burns the shack down
8 Wolf-headed cultists serve some planar being spreading, obtain any cult books and a prisoner or corpse if possible
9 Cannibal berserks kidnapped some youths to force them to join their cult with forced horrible rituals
10 A seawolf shapeshifter part shark and part wolf and part human has infiltrated the village and spying on us. Lure them from water and kill them
11 A tribe of wild people serve a cannibal god and now a monstrous beast lives with them so we need them all killed
12 Werewolf hunt, enemy pack spying on locals again, please kill them

Swinewater
A village of starving dirt farmers in shacks. There are struggling fields but healthy grapevines. There is also a fine bakery. The huge, bloated mayor Dirk Hartogg owns the tavern and eats and drinks all day. He also offers those in debt to be his lovers. He is a devil swine and utterly corrupt and serves hell. Several lesser devil swine serve him some in human others in pig form (Meatball & Chungus). He gets along with the orcs who come here to party and spend their stolen loot. Locals fear the drunk orcs and try to keep away. The mayor even sells debtors to the orcs who hunt them for sport. 

Festivals: 
Golden Boar Festival - locals drink and perform lewd dances for the mayor, who beds the winner
Debters Day - where all come to pay tax to the mayor or be flogged, then comes the speeches
Marshball - two rivals or teams fight over a ball waste deep in mud then drink beer until they vomit. Locals gamble wildly and the Mayor is book keeper. The mayor has started womens events with paid entry

Beer: Goldenboar Ale 1sp, Goblin beer 1cp, Frog Grog 2sp, Marsh weed pipe 2sp
Countermeal: Turnip and cabbage with butter 2cp or roast piglet 4sp

d12 Swinewater Weird Customs
1 Locals live with pigs in homes
2 Locals nursemaid orphan piglets
3 Lots of festive feasts always being prepared
4 Lots of luxury food items in shops
5 Lead villagers all obese while poorest are scrawny
6 Fat children eating constantly and whining
7 Dead roasted and fed to devil swine in private
8 Art depicts pigs in clothes feasting
9 Pig birthdays celebrated with cake
10 People stealing pig food were beaten with sticks
11 Puppet shows about pigs saving children from snakes and wolves
12 Town leaders wear pig masks at events and bailiffs do it often

d12 Swinewater Encounters day/night
1 Piglets running in the streets or hear loud squeals and screams
2 Huge fat sow with a score of piglets or huge black boar with evil eyes
3 Villagers scrubbing pigs with brushes and feeding leftovers or villagers stealing piglet
4 Drunk sleeping with a pig in mud or see a human change into a pig
5 Children playing in mud with pigs or see a servant of mayor talking to pigs about rackets
6 Farmers growing turnips and cabbage or hunter with wild boar companion
7 Criminals grabbed by mob thrown to hogs or guild theif spy from capitol
8 Wild party in the tavern or wild party with quite a few pigs and cruel games
9 Villagers prepare feast for the devil swine or devil swine feasting, get sloppy and show taint
10 Tall obese bailiffs bully a commoner to pay tax or a devil swine witch talking to pigs
12 Obese dandy on a palanquin carried by old men in rags or a pig in posh clothes on a chair, eating rich food on a table served by peasants bowing

d12 Swinewater Exploration
1 Shed used to slaughter and cook humans
2 Burned down church ruin with graffiti, pig skulls and black candle nubs
3 Cottage of a devil swine witch
4 Abandoned lodge hall with remains of a massacre
5 Frightened homestead of goat farmers
6 Cave of lone berserker, really a chaotic good wereboar investigating evil pigs
7 Camp of a huge highway robber and devil swine shunned by the others
8 Chapel of fat friars who stuff their faces while pilgrims serve them
9 Camp of pig-faced orc scouts with berserker leaders
10 Elf swinherd from Faeriland looking for a golden boar
11 Oak woods full of fat wild boar
12 Fancy lodge with thug guards where devil swine meet for vice and planning

d12 Swinewater Adventure
1 Stop pig thieves from the hills
2 Fetch exquisite cakes from a witch
3 Collect this book of erotic prints from Hawksmire
4 Take these gifts of piglets to the porcine orc tribe chief
5 By all the meat pies from that shop in the village for an emergency party ASAP
6 Recover stolen wine from bandits and kill them all
7 Recover a famous truffle boar who escaped
8 Kill this man while in the bath house behind his house, he is a cannibal mutant heretic
9 What are the village top nobs really do in their private parties?
10 A local priests supports the local rich and can drink a whole keg at every after service drink. Some say he is a heretic 
11 Get this message to the inquisitor at Hawksmire to come to the village urgently
12 Someone saw devils openly in woods, go investigate and if find nothing, bring the witness back

Fever Bay
A snake-infested stilt house village. The locals dont mind snakes because many are snake cultists and slink into the swamp for rituals with the snake cult and protect the ruins of their prehistoric civilisation. Adventurers just cause trouble and are reviled. Orcs are wary of the snake cult and fear them, so they leave the village mostly alone. The mayor Silas Hydrason runs the town and his wife runs the cult and magic research in the underground temple under the village. They may hire adventurers to recover relics in the swamp ruins

Festivals: 
Oraborus Day - celebrating the cosmic serpent coiling through time and infinity with chanting and a meal after
Hydras Eve - celebrating the primal hydra who blesses with wisdom and healing, locals in a generous mood and heal and feed strangers
White Worm Mass - sacrifices are impaled and hurled into a pit where the white worm dwells 

Beer: Goblin beer 1cp or Frog Grog 1sp, Snakewine 4sp
Countermeal: Poached Roof Rat 1sp, cabbage & dumpling soup 2cp

d12 Fever Bay Weird Customs
1 People keep pet house snakes to keep away rats
2 People like festive parties and performances
3 Flirtatious locals and flamboyant affairs are desirable
4 Lots of bare flesh, jewellery, tatoos and well groomed locals
5 Leave out bowls of milk for snakes by doorstep
6 Snake beauty contests common
7 Many carry a pet snake when out in streets
8 People talk to snakes
9 Wall and roof cavities often have snakes in them
10 Snakes bring good luck 
11 Snakes more trustworthy than a stranger
12 Snake idols and artwork common

d12 Fever Swamp Encounters day/night
1 Family showing off a new python or 18 foot reticulated python
2 Snake charmer performing or an attractive youth looking for company has some nearby
3 Crowd watching snake dancers or hear music and laughter from a tent
4 Robed snake cultists off to the local shop or snake cultists bullying non-believers 
5 Rat seller with cages of giant rats or see a local swallow a huge rat whole
6 Martial artists display or snake cult assassins
7 Robed wizard showing off or robed cultist turns into a snake person
8 Muscled murdererous barbarian caught or lurking gang of thugs kidnapping sacrifices
9 Snake preacher proselytising or swarms of small snakes slithering and covering ground
10 Scavenger showing a stone idol from the marsh or a happy cultist wearing only snakes
11 Mismatched species, small beast folk sold in an auction or cultist riding a giant snake
12  Someone looking for a missing pet or finds the shed skin of a huge snake

d12  Fever Swamp Exploration
1 Magic fruit tree guarded by magic snake
2 Stone snake idol with ancient faded text
3 Ruined snake shrine in swamp
4 Ruined snake tomb
5 Shack of a snake witch
6 Grotto, crawling with swarms of colourful snakes and an idol
7 Broken portal to distant ruined snake folk city
8 Camp of snake-eating orcs
9 Farmstead of snake cultists with hybrid members hidden from public
10 Prehistoric rock art depcting snakes ruling over humans 
11 Sinkhole into flooded cave temple  
12 Naga spirits cave pool  

d12 Fever Swamp Adventures
1 Recover party supplies and wine stolen by bandits
2 A man's favourite snake has been stolen 
3 Kill a camp of snake-eating orcs tribe
4 Explore a cave or ruin for snake art objects
5 Take medicine to a community suffering from swamp pox
6 Increasing undead from the swamp, we will pay 1gp per sombie and 5sp per skeleton
7 Frog folk warriors have been caught releasing tadpoles. Find out their plans
8 Catch giant rats for our biggest python contest 
9 Return this cursed idol to its shrine in the swamp, please
10 Duelist has been provoking fights to kill them and some think he is paid to target people. Stop him or find who he serves
11 Martial arts tournament for unarmoured combat with bets and three skill catagories
12 Find the hidden map of a reptilian tomb

Orc Wastelands
Orcs serve the domain ruler and embrace the realms obsession with hunting andd cruelty. They have the job of keeping villages isolated so the mistress can continue her experiments on the villages. They only fear gnolls who arrived somehow recently and eat orcs and humans. The orcs are lawful and many are devil worshipers. They seem like vicious raiders, but really their job is to scourge villagers, limit trade and reduce human numbers. Many work in the rulers' capital. Not all orcs are jerks and the non LE ones tend to live in the town. The orcs like to hunt humans but also sell them for slaves. The orcs usually fire missiles from ambush and avoid hand-to-hand or melee unless they are winning. Killing humans is just hunting to them but they might take prisoners and take to the domain ruler.

Warg Riders trade with humans of Wolfmire
Boar Riders trade with humans of Swinewater
Red Arrows directly serve the Domain Lord
Black Arrows hate even other orcs and cover themselves in blood
5 Snake Eaters hate humans of Fever Swamp
6 Bone Lords were necromancers killed by other tribes years ago

Festivals: 
Hunt Mass Day - all join a great hunt then feast on prey
Beast Lord Eve - celebrate the blood lust of their beast lord
One Eyed Lords Day - celebrate a great massacre of the one-eyed lord

Beer: Bloodmoon Ale 2sp, Goblin beer 1cp, Frog grog 3sp, Bowl of pig Blood 1sp
Countermeal: Platter of nuts, olives, dips, flatbread and meat on sticks with barley 1cp

d12 Orc Wasteland Weird Customs
1 Hunting, killing and eating is the way
2 The domain lord ordained us to spread terror to humanity
3 Purging the weak with predation makes them stronger
4 Be an eater not mere fodder
5 Surviving suffering makes you strong
6 Torturing food makes it taste better
7 Every orc drills with weapons daily
8 You become an adult by defeating an adult
9 Civilised people have soft, sweet flesh, good for children or the elderly to eat
10 Try to use all parts of your kills and collect trophies of the best 
11 Some human children raised as orcs can be strong enough to survive and be orcs
12 Real orcs can drink a bowl of hogblood without vomiting

d12 Waste Encounters day and night
Warg Riders - ride wolves, use hit and run shortbow attacks, emaciated grey flesh
Boar Riders - CN use javelins and ride boars, and they have piggy snouts and tusks
Red Arrows - LE use longbows, and have a melee ambush ready if any attack the archers with red leathery shiny skin
Black Arrows - CE use shortbows and poison arrows with red, leathery, shiny skin
5 Snake Eaters - CN berserker warriors with green skin
6 Goblins - either wolf or bat rider tribes, more willing to parley with humans 
7 Hyena folk - with pet hyena gnawing on bones and keen for fresh meat
8 Giant vultures - circling around some wounded traveller or orc
9 Fire lizard - hidden under rubble near path or choke point
10 Wolf pack - hunting but cowardly unless starving
11 Herd animals - including buffalo, auroch, elk, deer
12 Travellers - traders or hunters trying to reach a friendly village

d12 Waste Exploration
1 Humanoid village - orc or goblin 
2 Ancient ruin 
3 Abandoned camp
4 Burial mound - with undead or gnolls
5 Grazing area with many herd animals and water
6 Stone orc idol
7 Ruined fort 
8 Cave complex
9 Abandoned house
10 Dungeon complex
11 Cult shrine
12 Bandit camp

d12 Waste Adventures
1 Two orc tribes in conflict - could be helped or hindered
2 Orc wrestling contest, if you win 3 rounds, you can be called an orc
3 Crucified orc victims on a hilltop need rescue but its probably a trap
4 Orcs are auctioning humans for meat so save them!
5 Tribal clan meeting and a good time to provoke conflict among them
6 They say an evil orc necromancer lives in a ruined tower with undead orcs
7 Orc archery contest with prizes non orcs
8 Goblins want help resisting orcs and offer their stone and metal skills
9 Orcs have built a camp to make arrow poison and soon they will all be using it
10 Orcs are hunting rebels across the wastes and searching everywhere
11 Some orcs trade with some people secretly, which is profitable
12 Domain ruler Chrysopasia Draco meeting orc cheifs and it might be interesting to find out why

Hawksmire Town
Chrysopasia Draco is the lord of this domain and her ancient, crumbling walled chateau is in the centre of the town. The whole town is hunting mad and everywhere is decorated with beasts and hunting scenes. Animal heads and stuffed animals are common. Hunters come and go, even orcs for hunting expeditions but her Ladyship's band is large with horses and known to trample people in their way. There are many taverns, and the people are festive, sharing tales of hunts. Hunters are the most revered, then craftsmen and beaters with other trades treated with disdain. Her ladyship's palace is the biggest structure and includes woods and a huge thorn hedge maze. Street criminals are chased by angry mobs and torn apart. Prisons are only temporary holding before famous hunters chase them in a competitive event. As games become fierce competition, some are taking to occult hunters. Exorcists, ghost catchers, medeums, witch hunters and others hunt the supernatural for a new challenge. Werewolf hunters were rounded up by police and executed for a "mistake". Some nobles complain that there are too many spell casters and suggest hunting them.

Festivals: 
Hunting Day - a regular event where commoners help hunters and gather wild food for a feast
Beast Lord Eve - celebrate the dark lord of the hunt with blood sacrifice

Beer: Bloodmoon Ale 4sp, Mountain beer 1cp, 
Lampgulp Sea Ale 1sp, Crying Dwarf Ale 4sp, Goblin Beer 2cp, Frog Grog 3sp, Snakewine 5sp, Croaking Beast Extra Hop Ale 4sp, Kelp Ale 2cp, Marsh weed 2sp a pipeload, Goldenboar Ale 3sp
Countermeal: Barley porridge 1cp, Rat on a stick 1cp, Cabbage Soup 1cp, Roast Boar Stew 4sp, Hunters pie 1sp, Roast joint with turnips 4sp, Orc Platter 2sp, Huge Beef Steak with butter, onion, musrooms & gravy 1gp

d12 Hawksmire Weird Customs
1 A good hunter is always worth more than a weak one
2 You only get to eat if you're willing to be the butcher 
3 Orcs are welcome and wise in the way of the hunter
4 Everyone should carry a hunting knife
5 All blood is good and best drunk from a beast, dont waste it on the floor
6 The domain lord Chrystopasia is adored with idols and shrines
7 Keeping a hall of trophies and hosting feasts make you important 
8 Criminals are hunted by the mob or worst are hunted by nobility
9 Man is the deadliest prey, and the hunters of man the deadlest of all
10 Children like hide and stalk and carry adorable tiny knives
11 It's fine to butcher animals on your doorstep and leave lots of mess
12. Staring at strangers helps you percieve their weaknesses

d12 Hawksmire Encounters day/night
1 Street sellers with pushcarts or 
2 Town criar anouncing upcoming hunt or
3 Nobles on horses barge through the streets or
4 Beggers calling for food or
5 Public execution (often released to be hunted)
6 Crowd watching a large beast being butchered or 
7 Quality horse or falcon for sale in a hurry
8 Musicians playing for a crowd
9 Drunken hunters celebrate a good hunt
10 Brawling mercenaries fight in street until bailiffs arrive
11 Preacher complains of tyranny and is grabbed by bailiffs
12 Her ladyship with her companions, embarks on a hunt

d12 Hawksmire Exploration
1 Private hunting lodge
2 Butcher shop
3 Family farmstead
4 Inn and stable
5 Trappers shack
6 Prospectors camp
7 Orc camp
8 Hunting grounds where herd beasts dwell
9 Fishing hole
10 Butchers camp with vultures and jackals awaiting scraps
11 Site of a cult ritual and stone altar
12 Cave into vast monster-filled tunnels

d12 Hawksmire Adventure
1 Some say local bandits are rebels unfairly hunted by the domain lord
2 More and more guards are now orcs and some secret police are werewolves. People wonder what's happening
3 Trade with the coast is very difficult now, and criminal smugglers do better than merchants now. Guarding a merchant caravan would be a start to break this limit
4 Rich people like to invite adventurers to hunting lodges then hunt them as sport
5 Bandit leader is to be hunted by the nobles a death sentence. Rebels want help to save their guy
6 Help an escape from the secret police prison
7 A church is closed down until a new priest is found, some want to know where the old one went
8 Who does the thieves guild really work for? The domain or the people?
9 Spell users are to be registered for public defence by the police
10 A unicorn sighting has every hunter swarming the forest, leaving town and the palace quiet
11 Elves have been sighted and are wanted for a noble's menagerie
12 A haunted hunting lodge has foiled exorcists and spirit hunters

The Domain 
The land itself incites hunting mania and bloodlust. Her ladyship must kill daily and over the ages she has become bored so she hunts humans. If she does not hunt in a day she becomes feral and more impulsive (chaotic) After a kill she is more cunning and calm (lawful). The longer she waits the worse she looks and the more insane she becomes. If killed she transforms into an ancient shadow dragon. If killed again she returns the next moon as if back from a hunt. She does like bards and elves but has hunted many lovers. She uses the orcs to isolate the villagers and hunt unauthorised persons. You can tell who is authorised by the use of the Lady's banner (red hawk on green field) or accompanied by orcs. Their are many strange creatures that tempt and kill hunters in wild places and the lady leaves them in favour of less dangerous prey. A fearsome horned huntsman has famously killed many hunters and left their flayed skins nailed to trees as a warning.

1 Law of the Hunt - the superior hunters are the highest ones
(People admire hunters, and hunters compete for status and authority)
2 Law of Blood - only those who hunt and kill improve their fate
(if you never kill a beast or enemy, you can't apply any + points to a dice roll)
3 Law of Revenge - anyone can curse one sworn target enemy for revenge against someone who harms or offends or humiliates or beats you 
(Track, hit and damage +1. If declare a second enemy in a week you contract lycanthropy.

Wednesday, 18 March 2026

Post 2499: Random 6 room gothic tomb dungeons




































Dozen 6-room dungeon generator series
Past posts buried after blog event stuff at the links, partly revised here
If you use this let me know what it was like and if any dungeon features needed
They might be featured in specific sections
Redbrick
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

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

6-Room Dungeon Kit 1
Draw 6 boxes
-Draw line from one box away from all of the other boxes
-This is the passage to the surface and the entrance of the dungeon
-Pick one feature room the furthest from the entry and make it a dead end
-The other rooms are major rooms
-Connect the room boxes with lines for corridors
-Try to have loops in the layouts, but a dead end for the feature room
-Add sub rooms to rooms d4-2 or d8-2 if you want bigger
-Can add d4-2 sub rooms to each hallway or the feature room if you want bigger
-Roll for door types and tables for genre type to decorate rooms
-Add a d6 dead ends and collapsed rooms. Add a d6 secet rooms for extra fun
-Fudge any results to incorporate 6 rooms or what fits best your adventure
-What is behind the door for a more infinite random dungeon, good for solo

Room Sub Tables for each mini dungeon zone
-Decor (art, decor and scenery. Might have clues)
-Hazards (dangers like traps or other dangers)
-Wandering monsters
-Static monsters

-Entry way (front entry)
-Subrooms (one square mostly like cells, quarters or storage and dead ends)
-Major room (quarters or utility rooms) with d4 doors
-Feature room (dramatic room for climactic boss fight) with a d4 doors

d12 Doors
1 Light door no lock 1in6 sticks or creaky
2 Light door with trap hazard
3 Light door with lock
4 Heavy door 1in6 sticks or creaky
5 Heavy door with bar or bolt on the inside and a window or peephole
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 Infinite Dungeon
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 - 1 door

-------

Gothic Tomb 
6-Room Dungeons

d12 Gothic Tomb Decor
1 Engraved names or holy text
2 Skull motif decorations
3 Angel statue
4 Stone urn of dead flowers
5 Sealed wall burial niches
6 Coffins or burial urns
7 Skulls or skeleton
8 Gargoyles
9 Ornate steps
10 Stone or metal bust
11 Mural of underworld scene
12 Stone sarcophagus

d12 Gothic Tomb Hazards
1 Choking spores or mummy rot dust
2 Nest of vermin, usually bats or rats
3 Poison needle lock trap
4 Scythe trap, possibly concealed by art
5 Deadfall or loose stones
6 Giant cobwebs maybe a spider 
7 Pop out wall spikes or spiked pit
8 Lesser spirit released like a poltergeist
9 Ward, curse or spell-based trap
10 Coffins with skeletons or zombies
11 Secret panel with guardian undead 
12 Living statue or construct

 
d12 Wandering Monsters
1 Giant Rats
2 Giant spider ready in ambush
3 Skeletons guards on patrol
4 Zombies are possibly doing repairs
5 Undead pets often cats or jackals
6 Flying skulls on patrol
7 Crawling petty undead d4 1=hands 2=heads 3=organs 4=digestive tracts
8 Ghouls here to feast in private
9 Shadows or spectral guards on patrol
10 Living intruder d4 1=cultist 2=tombrobber 3=necromancer 4=homeless
11 Grave fairy or imp
12 Tomb spirit guardian requires the tomb as a home and checks the condition

d12 Static Monsters
1 Gargoyle
2 Living statue
3 Water weird in a basin or fountain
4 Poltergeist
5 Spectral guard undead at a threshold
6 Nest with swarm of d4 1=rats 2=worms 3=beatles 4=flies 
7 Lesser undead on beirs or in niches awaiting intruders
8 Lesser bound demon or devil or elemental in a circle on the floor
9 Undead monster or beast, possibly stuffed
10 Lesser golems part of decor
11 Sarcophagi with sleeping guard undead inside
12 Sarcophagi with greater undead d4 1=mummy 2=banshee 3=spectre 4=vampire 

d12 Entry Content (roll d4 extra doors)
Damaged entries are likely to be strewn with garbage and even scattered remains
Roll a hazard for each entrance and/or a static monster
1 Carved cave mouth with a crude stone slab door, 3in6 chance open
2 Ornate carved stone entrance with a perfect stone slab door, 
 2in6 chance open
3 Earthern wall with crude carved boulder entrance,  4in6 chance open
4 Stone stairs under an ornate carved stone slab,  2in6 chance open
5 Wrought iron gate entrance, possibly locked,
 1in6 chance bent open
6 Stone slab entrance opened to the elements long ago

7 Sealed with bricks, 
 2in6 chance open
Carved stone wall with stone door, 3in6 chance open
9 Dirty hole with mounds of soil and loose bones, opened long ago
10 Statues guarding a stone door, 
 3in6 chance open
11 Relief carving statues carved in the wall around stone slab entry, 3in6 chance open
12 Shrine with religious idol and altar for offerings and a stone slab,  2in6 chance open   

d12 Subrooms
1
 Crypt with multiple niches in walls for bodies
2 Crypt with a stone sarcophagi
3 Funery shrine to underworld figure
4 Funeral urns or stacked coffins
5 Oubliette with bricked up remains of a chained skeleton with a spyhole to see prisoner. If undead will be a very unhappy sort
6 Ossuary of flensed bones covering walls
7 Storage of tomb repair goods and building materials for repairs
8 Skeletons of the dead sealed inside who couldn't escape
9 Several dead thieves' remains 
10 Stored furniture of ancient elites
11 Skeleton or zombie guards in reserve
12 Cell 
with undead trapped inside awaiting release, might have magic barrier

d12 Major Rooms
1 Mousoleum room - smashed open coffins and human remains with a clan of ghouls feasting
2 Mural room - doom divided by a spiked pit with skeletons or severed hands inside, the trap could already be set off with dead thieves
3 Statue room - depictions of dead or gods 1in6 living statues, an amulet or word lets you pass
4 Gargoyle room - several guardian gargoyles in this chamber, 1in6 
5 Embalming chamber - with slab, tools, vats of chemicals and bandages, smells spicy. Jars of organs and body parts might be stored in noxious chemicals. Its a buffet for ghouls or bad undead pets.  Possibly can form a swarm of animated carrion, a crawling, flopping mass of gore chunks
6 Vehicle room - boat, chariot, carriage, horse remains or some other impractical luxury transport. They may have an undead crew or an animal servant waiting to serve the master. Often, a tomb is built around this room. Spectral vehicles might roam from the tomb
7 Column room - ornate columns across the room in rows and a mural or tapestry on the walls. May have a trap hazard or spirits in pillars or artwork
8 Water Feature - fountain, stone basin, font or pool, likely with magical property you can use once a day per person d4 1=holy water 2=cure light wounds 3=bless 4=protection from evil
9 Guard Crypt - where guards are buried, possibly with one or two superior niches for special honoured champions. Could be lesser and medium undead or a shambles from ghouls eating here
10 Servants Crypt - with stacks of coffins and over-stuffed wall niches. Lesser undead or spirits here will be sad and wretched or possibly loyal to their ruler
11 Vestibule - a quiet room with some religious relief wall art and 
12 Stone sarcophagus - an ornate sarcophagi with a coffin inside,  often decorated, possibly depicting inhabitants or religious scenes. Might be trapped. May house stronger undead and/or guardian lesser undead with a quality treasure. Often, the kin of the main tomb inhabitant and shouldn't outshine your feature room

d12 Feature Rooms
1 Family crypt with a d4+4 sarcophogi with several generations of a family. Undead might be squabling and quite chatty with each other
2 Single crypt for the tomb primary resident. Likely an undead ruling the rest by force
3 Double crypt for a husband and wife. May be happy together or fueding beyond death. Tho dangerous undead likley here
4 Temple for burial and memorial services with rows of seats and an altar and a bier for displaying the dead during the internment ceremony. Sometimes spirits might appear for a ceremony, and visitors may see flashbacks of past events here and even speak to people long dead
5 Burial pit with stairs around it full of bodies covering a trapdoor with a final family sarcophagi and treasure. The dead are often servants or guarfs or slaves and may be a vast number of petty undead ready to pour out of the pit bi the stairs or climb over each other
6 Ghoul nest with a nest of broken coffins, shredded shrouds and bones. A family or gang of ghouls here sleep here together and have a substantial treasure. There are also burrows out of the tomb to perhaps other ghoul lairs or tombs
Giant insect colony may rival unead or have some strange symbiosis like ants that plant control fungi in undead. The bugs eat dead and have collected unwanted treasure here. Some bugs might be intelligent or humanoid or have a hive mind
8 Web infested spider colony with giant spiders and bundles of consumed bodies and egg sacks. They may have a secret tunnel out. They are ruled by a d4 1=queen spider 2=dark elf 3=spider spell caster 4=demon in spider form 
9 Portal to the underworld, possibly in mirror or painting or tapestry. Its easy to get lost. A daemon might be guarding the portal
10 Daemon lair for a planar visitor who likes ambience and to make some undead to play with. They also keep some treasure and possibly some living or undead cultists. It can teleport in and out and bring things here. Blasphemous graffiti, defiled dead and and broken stone ornaments may lay if more chaos is desired. Some daemons might like to keep cleaner or like the underworld ambience and play at living as a human lord with tomb residents. May use undead to menace some local people or spread influence 
11 Necromancers lair with oen private tunnel entrance. Part lab and living quarters with piles of books and racks of body parts. Often working on some monstrosity like a bone or flesh golem or undead monstrosity for research. May have undead and student assistants
12 Sinister garden mousoleum with ornate small crypts for dead within. d4 1=magic lights and living plants tended by undead or plants beings or faerie 2=fungus and slimes  with fungus tainted undead 3=dead plants tended by scarecrows and vegetal 4=magical plants like a plant undead symbiote or black roses with strange pollen. Larger ones may have an ecology with more monsters or giant bugs


Friday, 13 March 2026

Blood fueds and Revenge





































Oops we killed a really vindictive guy...

Mortal table for more mortal folk you kill like nobles or dragons and planar one for beings from other planes like elves or demons or elementals.

So your players meet some other planar being. The mortal form it manifested is destroyed, and its spirit returns home. Once its true native form is complete, the entity will be quite miffy and embarrassed. Maybe higher-ups get involved when they report their failures. But such a sleight by mortal beings messing with the fate of superior beings cannot be just forgotten. Making a new body on the mortal plane may be limited a while, depending on the type. Greater beings find it harder but some specifically recover faster, like night hags.

In my more mythic games, monsters are the bitter venom of the gods and doing their job. Often they have a monster saved for some hero after causing enough suffering. Killing the monsters not at the right time makes the gods angry. Monsters and even bandits might have family. Turns out that bandit was a bastard of a high-ranking lord who feels obligated to kill the adventurers doing their duty. Supernatural parents might spy on their children or feel honour-bound to kill the killers of their spawn (or kill the killers' spawn). 

Beef from the fancy bosses adventurers kill gives DM many fun opportunities. Enemies might not be obvious and act from afar. Perhaps those thugs you kill turn out to be the kin of the first guy you killed, and now the whole clan hate you, and you dont really know whats happening. They might decide their enemy should feel loss and suffer before dying. Perhaps take away the killers loved ones. Even if your poor and powerless just burn their house down or give all their grooming implements to some leppers then return them. Eventually, the tormenter will want to make a declaration and might overplay their hand against the adventurers. So when you kill this boss after a fight you just escalate to the next higher tier of a blood feud. A king or nation might have power used for revenge by trickery, forgery or bribery. 

I like in Viking sorties like Burt Njarl the hero, estimates the legal consequences of attacking guys who hunt him. If he strikes first he could calculate how much money and cattle he would pay if he attacked first. But this is weighed up with, do I let a bunch of guys attack me first so It will cost less to kill them if they start it. Some factions might be paid off or the escalation of the fued limited. The origional angry person might refuse their boss declaring a fued over and may spilt ties or betray the boss. Perhaps the power and drive helps your victims kin gain more power and experience or even adventures.

Imps, sprites, pixies and similar beings can be great for petty revenge and can take a while to discover and kill. 

The higher your level the more blood fueds you should have.
Perhaps every visit to civilisation or your domain should have trouble, from enemies.

"Honestly we had to take over a kingdom because of that guy I killed in a pub fight that led to assassins and fighting a noble clan, and then having to nobble the king"

d12 Planar Revenge Table
1 Try to form a new body and attack as quick as possible
2 Scheme to get a mortal fanatic cultist to avenge them
Scheme to get a mortal cult to avenge them
4 Scheme to have cult assassins stalk the enemy
5 Gets an ally to send bad dreams to haunt the enemy
6 Bully a lesser being of the home plane to attack a foe
7 Bully a lesser beings of plane to have a go at wrecking foes life
8 Gets one of its peers to attack for a favour while recovering
9 Gains surveillance while plotting to attack the enemy at a time of weakness
10 Gains surveillance while plotting to ruin the enemy's life (property & loved ones)
11 A higher tier being takes over the matter of vengeance, sending cults & minions
12 A higher-tier being sends a planar hit squad to punish meddling mortals

d12 Petty Mortal Revenge Table
1 Creature has bitter orphans or kin
Vindictive best friend who swears vengeance
3 Parent devotes life to causing enemy to suffer (attack foe, allies and property)
4 Kin uses influence to have a war band to kill the killers
5 Kin calls on a spell caster to curse foe harm or damage property
Kin put out a wanted poster offering a reward to kill the foe
7 Vindictive feelings at death attract evil spirit into the corpse and using the remnant of the original soul for knowledge of the host body past it can twist into evil
8 Remains used to create undead or flesh construct, and the memories of death make it go off the creator's mission plan. 
9 Kin hires a secret assassin order to kill the foe and they wont quit
10 Kin gives wealth to a temple to punish the foe (priests or divine beings)
11 Kin does dark deeds for unusual power to kill foe
12 Spirit of the dead bound to a location or item. (maybe its favorite magic item or a trinket or artwork or natural features like rocks, a pool or a tree). The spirit will use other spirits or may manifest a body or other non-corporeal undead types. May possess or deceive a mortal to kill an enemy

d12 Cheap Petty Revenge
1 Poisoning
2 Arson, burn property or inn they stay at
3 Rob cash of foes' loved one or pet
4 Assault foes' loved one or pet
5 Steal or sabotage foes' property
6 Pay gang to beat foe
7 Set authorities on the foe with a complaint or a falsehood
8 Spread malicious gossip about the foe
9 Advertise bounty but have no money
10 Hire an assassin, but dont have enough money
11 Pay bandits or humanoids to ransack and pillage property
12 Pay spell weilder to curse the foe or cast a destructive spell on property

d12 Rich Petty Revenge
1 Hire a bandit gang
2 Hire theives guild or gang thugs
3 Have foe declared outlaw or 
declared a traitor
Put out bounty, wanted posters or murder contracts
5 Hire robberknight and warband of scum
6 Hire a mercenary company
7 Have a spy infiltrate the enemy service to find weaknesses
8 Blackmail allies or loved ones of the foe to betray them
9 Bribe allies or loved ones of the foe to betray them
10 Kidnap allies or loved ones of the foe as hostages
11Hire a magician or a cult to call a barrage of supernatural harm and property damage
12 Make a pact with a supernatural being or powerful monster

d12 Weird Cruel Revenge
1 Send mercenary kidnappers to kidnap the foe in a dungeon to be tortured for years by a famous torturer or perhaps in person
Send a mercenary force to kill and destroy the home and allies
3 Fake documents that cause a cult to believe they must sacrifice the foe
4 Fake evidence to initiate a blood feud with a vindictive faction of psychos
5 Construct weird assassin order of fanatics obligated to never quit
6 Have foe seduced and place an agent with them, if possible, break their heart and cause them most pain possible. Repeat if possible for extra thrills
7 Hire bards to slander the enemy as a repulsive pervert, heretic, criminal traitors with catchy new songs
8 Send enemies who curse those who kill them tosoften party before real attack
9 Build a dungeon of traps baited with the perfect bait where you can see them die
10 Have a cursed artefact delivered to them. Even better make the side effects bad but worth it. Can then contrive situations they use the item. Cursed divine items might hide their nature but you could research them if blasphemous books 
11 Send an army after the party who will destroy and burn any allies territory
12 Call on a god or entity for supernatural support (sold their soul?)