Tuesday, 16 September 2025

d100 Shifty goods sold from a coat in an alley



You know the script, a guy in a coat in an alley, sells stuff, perhaps he should not

Escape routes 2-3 are usually part of the location
Some have an accomplice or even a gang close by
They might have bribed the law or be liked by locals

d20 Shifty Character
1 Moronic thug tryin to sell some stolen goods fast
2 Amatuer crook, nervous, a crime guild will see them and kill them
3 Child or youth desperate for cash and clueless about real value
4 Poor parents selling anything they can to support their family since a tragedy
Desperate person needs money and selling family stash or selling for guild
Crime guild master with some hidden thugs, poison knife and a retreat path like a sewer
7 Assassin making some cash on the side or selling loot from a target (unprofessional)
8 Lone wandering thief buys and sells goods on travels d4 1=spy 2=bard 3=lone rogue avoiding local crime guild tax 4=solo adventurer travelling on mission of revenge or rescue
9 Cultists making money from stash of peoples they sacrificed, funds all used for evil
10 Secret police agents looking for targets who buy from unauthorised sources. Persons of interest will be noted for d4 1=useful idiots 2=investigate if they are ancients 3=recruitment 4=contracting for a mission 
11
 War profiteer selling goods stolen from the battlefield knows people want them dead
12 Grave robber who steals from the dead to find or fund stock for more money for d4 1=drugs 2=booze 3=gambling 4=necromancy school fees
13 
Three kobbolds in a trenchcoat just want to sell stuff without problems, scatter if caught
14
 Witch, an illegal spell caster, can also cast some spells and sells herbs
15
 Shifty alcoholic dwarf needs drinking money
16 
Dark elf spreading corruption and vice for a laugh
17
 Goblins might have a hidden bodyguard and sell mushrooms and bugs
18 Frog folk bard, offers magic frog grog (with hops) and swamp weed, also a spy and saboteur for frogdom
19 Chagenling spirit folk (animal, plant, fungi, elemental, planar) d4 1=spy 2=just wants money 3=spreading corruption and looking for good victims 4=
20 A mysterious petty divinity that appears anywhere customers travel, like inside dungeons and even other planes. The petty god also drops advice for money and may be part of a scheme for the fate of adventurers or offer them lore dumps or relics or maps to lost places

d10 Quick Shifty goods types
1 Weapons
2 Wearable
3 Tools
4 Vice
5 Decor
6 Documents
7 Stolen
8 Treasure
9 Potions
10 Occult

d100 Shifty goods sold from a coat in an alley
01 Long Thin stilletto +2 vs metal armour d3 100gp and various second hand knives and daggers 1-10gp
02 Garotte wire with handles 1gp or strangling cord 1sp, 1in6 concealed and fancy decorative 30gp
03 Chains 1gp and fighting sticks 1cp
04 Blade venom 30gp save or d4 damage next action, d4 bottles
05 Tiny pistol 200gp d4 black powder 1in6 has a d3+1 barrels, fits in a big sleeve or book
06 Foreign martial arts weapon d4 1=nunchucks 1sp 2=chakra 10gp 3=shuriken 1gp 4=wavy bladed dagger +1 damage vs light or no armour 50gp
07 Brawling supplies d4 1=fist wrappings & glass 1cp 2=spiked cestus 1sp 3=spiked gauntlet 15gp 4=gladiator scissors 10gp 
08 Sickle, hatchet, cleaver, machete and other possibly dangerous but innocent tools
09 Genuine (cursed) +1 magic weapon, on a roll of one, hits the wielder 400gp
10 Genuine (cursed) +1 berserker hatchet or dagger 800gp
11 Silk scarves and ribbons from far away for the ladies, 4sp each
12 Second-hand hats of various professionals or regional folk 1gp each 
13 Slaver manacle and key 50gp 
14 Noble outfit only 40gp stolen from d4 1=grave 2=laundry line 3=baggage 4=murder victim
15 Black cloaks with hoods 5gp, and domino masks 1sp
16 Secret pocket coat or cloak 5gp
17 Leather greaves and bracers in a box, all different 1gp each limb
18 Bucklers and duelling daggers, and small swords
19 Old war helmet of grandparents' era cap 1gp or full archaic full helm 25gp
20 Small only elfin chain, normal AC, no encumberance, can sneak and wear under clothes to hide it 1500gp
21 Thief tools 10gp
22 Poisoners kit 40gp
23 Disguise kit 30gp
24 Forgery kit 30gp
25 Traps kit 75gp
26 Tattoo kit 5gp
27 Bullet moulds 45gp, bar of lead 1sp
28 Torturer kit 50gp
29 Surgeon kit 100gp 
30 Alchemist test kit 5gp
31 Loaded dice and marked cards
32 Shell games or cards on a tint table 1cp game
33 Saucy wink and offer to take to meet some company 1cp
34 Goblin prostitutes with too much makeup, but cheap and willing 1cp each
35 Cheap prostitute offers a quick kneetrembler in an alleyway 
d4cp
36
 Prostitute gang showing wears and offer to go somewhere d4sp
37 Creepy man selling slave services in a wagon or shack or trench d4cp
38 Classy prostitute with carriage, servant and guards 100gp
39 Drugs! d4 1=lotus root tea 2=marsh weed 3=plutonian drug 4=stimulant +1 initiative one hour 1gp then 4 hours -2 unless you keep taking it. More than one dose a day is addictive
40 Goblin mushroom dealer d4 1=heals 1hp 10gp 2=poison save or d4 if eaten 3=one day of food tiny dried shroom 1gp 4=otherworldly visions save or you never want it again and have nightmares for a d4 months. Some say it is insightful
41 Silver figurine 25gp stolen
42 Holy Symbol 30gp stolen 
43 Painting, small 12gp medeum 50gp large 300gp, quality varies d6 1=cringy amatuer but has charm 2=amatuer and humourous x1/2 3=by good artist x2 cost 4=by a master x5 but stolen 5=by a master but fraud 6=haunted artwork stolen by accident
44 Painted Urn in ancient style 65gp
45 Small chest and key 25gp
46 Mirror d4 1=hand mirror 2=wall mirror 3=self standing mirror 4=magic mirror (d3 for size and d4 1=portal under moonlight 2=spirits live in a world inside 3=snarky inteligent advisor spirit 4=prison of a demon
47 Tapestry d3x100gp depicting scene of d4 1=war 2=nature 3=underworld 4=nobles feasting and bringing offerings to a ruler. 1in12 spirits live inside, enacting the events depicted eternally
48 Tiny carved table or chair with erotic designs made by dark elves
49 Flag to show your patriotism (stolen)
50 Candlestick holder d4 1=brass 4gp 2=silver 15gp 3=gold 100gp 4=wood or clay 1cp
51 Tickets to a secret pit fight 1in4 fraud
52 Tickets to a play or concert in a fancy box or front rows (d4)
53 Fake citizenship certificate  
54 Fake gate pass
55 Fake graduation from wizard school certificate or magic license
56 Erotic scrolls d4 1=satyrs & dryads 2=two centaurs one chalice 3=paladin youth and the 12 zombies 4=political slander of the king and a harem of pigs, treason to carry a copy
57 Fraudulent letter to claim a healing spell from a temple 30gp
58 Stolen an old book with some images in battered condition 20gp
59 Map d4 1=treasure 2=framed tourist trail map 3=city 4=sea chart
60 Manifesto panphlet d4 1=kill all wizards 2=werewolves are everywhere 3=dragons are notr real they are a scam 4=saucy adventures of One-Legged-Jack
61 Family signet ring 100gp (stolen from a grave)
62 Magical dagger +1 800gp (stolen with noble family crest)
63 Wizards skull 15gp
64 Baby in a basket with blanket 10sp parents miss stolen child, seller pretends is own baby and needs money
65 Painted sign of a shop or tavern 3sp
66 Keys (and possibly deed) of an old d4 1=haunted house 2=murder hobo squatters in old manour 3=cult living in crypt 4=murder house
67 Sack of pipe weed (stolen from halfling or frpog folk gang)
68 Holy book 50gp (stolen from church)
69 Horse (stolen from a merchant or noble)
70 Magic whip +1 600gp used to whip spirits by exorcist recently found dead
71 Gold ring 25gp
72 Gold cloak pin 75gp
73 Pearn necklace 120gp
74 Jade lip plug from a faraway land, if surgically cut face open and inserted plug gives +1 saves 400gp
75 Jade tablet 100gp with fishfolk writing (some kind of curse and they want it back)
76 Silver necklace with holy symbol 90gp
77 Gold chain 120gp 
77 Silver torc from an ancient grave, 300gp
79 Gold sickle 100gp
80 Silver cup 30gp
81 Minor healing potion d4 50gp
82 Healing potion 2d4 100gp
83 Might +d4 strength for an hour 100gp 1in6 boosts a different attribute
84 Growth or Shrink 100gp
85 Potion of spiderclimb 100gp
86 Potion of water breathing 300gp
87
 Demon ichor 15gp 
88 Mutagen potion (petty mutation per potion, permanant) 100gp
89 Berserker potion 100gp
90 Protection from evil potion 100gp
91 Spell book d4 1=1st level wizard 100gp 2=3rd level 300gp 5th level 500gp 4=fake
92 Blasphemous demon cult manual; conjuring a demon 100gp
93 Witch cult manual: How to conjure an imp from hell to get a wish 100gp
94 Magic scroll, seller has no idea they can't read but wants 100gp
95 History book of a lost magic relic 100gp
96 Travel Book: Lost in d4 1=Underland 2=faerieland 3=giantland 4=hell 100gp
97 Manuscript of almost complete spell research for a 5th level spell
98 Magical map shows d4 1=nerest portal to hell 2=next faerie circle portal opens to faeriland 3=secret tomb level enterance 4=terrible lost dungeon
99 Cursed werewolf cloak 100gp
100 Magic skull, offers ancient wizard advice, pentacle lights up on head as it speaks, only works at night 100gp

Sunday, 14 September 2025

d100 More Petty Rural Tourist Attractions & some handy links



I decided that more cheap, quick entertainment for tourists and pilgrims is needed. Portal tourism is for only the richest lamest people who dont even eat local food.

https://elfmaidsandoctopi.blogspot.com/2025/08/try-tourist-campagn-pointcrawl.html
https://elfmaidsandoctopi.blogspot.com/2025/07/a-funny-thing-happened-on-our-shrine.html
https://elfmaidsandoctopi.blogspot.com/2025/08/aquaduct-ruins.html

https://elfmaidsandoctopi.blogspot.com/2015/08/d100-village-idiots.html
https://elfmaidsandoctopi.blogspot.com/2017/04/d100-campsites-on-road.html
https://elfmaidsandoctopi.blogspot.com/2018/08/d100-petty-magic-dealers.html
https://elfmaidsandoctopi.blogspot.com/2020/10/local-festivals-or-why-you-need-frog.html
https://elfmaidsandoctopi.blogspot.com/2020/11/d100-local-mayor-favours.html
https://elfmaidsandoctopi.blogspot.com/2021/06/d100-terrible-village-customs.html
https://elfmaidsandoctopi.blogspot.com/2022/01/d100-tavern-entertainments.html
https://elfmaidsandoctopi.blogspot.com/2023/01/d100-petty-village-hazzards.html
https://elfmaidsandoctopi.blogspot.com/2023/04/carry-on-local-weirdos-creeps.html
https://elfmaidsandoctopi.blogspot.com/2024/05/foulness-underfoot-for-village-cult.html
https://elfmaidsandoctopi.blogspot.com/2024/12/market-places-again-test.html
https://elfmaidsandoctopi.blogspot.com/2024/02/d100-village-weirdos.html
https://elfmaidsandoctopi.blogspot.com/2023/08/d100-puppet-shows.html
https://elfmaidsandoctopi.blogspot.com/2023/01/d100-petty-urban-hazzards.html
https://elfmaidsandoctopi.blogspot.com/2020/11/d100-tavernkeepers-adventure-tips.html
https://elfmaidsandoctopi.blogspot.com/2020/02/magic-jerks-you-meet-in-taverns.html
https://elfmaidsandoctopi.blogspot.com/2018/08/ruins-in-wastes-of-eldritch-aeons.html
https://elfmaidsandoctopi.blogspot.com/2018/05/d100-remnants-of-lost-empires.html
https://elfmaidsandoctopi.blogspot.com/2017/03/a-z-village-location-key.html
https://elfmaidsandoctopi.blogspot.com/2016/08/d100-poems-and-why-your-bards-are-lame.html
https://elfmaidsandoctopi.blogspot.com/2014/03/d100-shonky-deals-in-shadelport-pt1.html
https://elfmaidsandoctopi.blogspot.com/2014/03/d100-big-shonky-deals-in-shadelport-pt-2.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-1.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-2-pub-grub.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-3-wtf-is.html
https://elfmaidsandoctopi.blogspot.com/2014/07/1d100-things-to-happen-in-pub.html
https://elfmaidsandoctopi.blogspot.com/2014/03/d100-shonky-deals-in-shadelport-pt1.html
https://elfmaidsandoctopi.blogspot.com/2013/11/d100-saucy-pamphlets-of-shadel-port.html
https://elfmaidsandoctopi.blogspot.com/2013/10/tonights-theatres-of-exile-island-guide.html
https://elfmaidsandoctopi.blogspot.com/2013/12/street-seller-stalls-of-shadel-port.html
https://elfmaidsandoctopi.blogspot.com/2018/03/d100-bandits.html
https://elfmaidsandoctopi.blogspot.com/2013/06/d100-crossroads.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-1.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-2-pub-grub.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-3-wtf-is.html
https://elfmaidsandoctopi.blogspot.com/2014/07/foodies-guide-to-exile-island-3-wtf-is.html

also see my village stuff, carousing gear and my murder hobo shanty town stuff

I just had my game of 2 regulars and 6 randos torn into me running a seperate game. My game failed to launch going from overpopulated to one healthy person free. Local adelaide oldschool miicon was good with apub hangout after. Got some nice zines and got to play a Rat looting the mortlock library in my city.

d12 Common Tourist Parties
1 Pilgrims visiting holy places or places mentioned in holy texts or myth 1 in 6 are cultists or heretics
2 Missionaries who want to see corruption and poverty so they can d4 1=moralise 2=proselytise 3=persecute 4=complain about outrage they feel, maybe burn heretics alive
3 War veterans visit famous battlefields and monuments, and to drink, just back from war
4 Sports fans follow competitions often in village fairs to compete or just get drunk and riot
5 Noble married couple on holiday with their favourite servants 
6 Young well-off and connected rakes and harlots out for vice d4 1=clubs 2=fraternal secret societies 3=students 4=nobility
7 Romantics admire ruins and nature for inspiration and write their names everywhere
8 Scholars seeking to see culture, art, history and to get drunk
9 Gourmet travellers who write reviews and publish diaries filled with food and vice stories
10 Barbarian mercenaries on holiday and seeing what civilisation has to offer, 1in6 are berserks
11 Non-humans visiting secret enclaves and significant places of the ancients
12 Spell casters seeing places of myth and magic, plus drinking

d12 VIP Tourist Party Accesories
1 Horses or ponies, and/or for pack horses of goods
2 Palenquin 100gp per 2 porters 1, bigger ones have servants and attendants
3 Chariot with a driver and perhaps a soldier, attendants run alongside or behind
4 Chef wagon with a gourmet cook and d4 servants
5 Baggage wagon with driver with a whip and a porter with a blunderbus
6 Merchant caravan of goods to trade with a storekeeper and a driver
7 Doctors' wagon with a healer and an assistant who drives
8 Coach with luxury fittings and artistic style with 2 or 4 or 6 horses, depending on load
9 Tent Wagon with tents for parties and a large tent for feasts and gatherings
10 Professional bard or jester and a d4 other entertainers, including jugglers, musicians and acrobats (one is a d4 1=spy 2=cultist 3=serial killer 4=on a mission of personal revenge)
11 Wagon or carriage for party dependants such as d4 1=lovers 2=wives 3=children 4=parents 5=grandparents 6=servants 
12 Magician or spell caster of at least 5th level and a d4 acolytes or apprentices

d12 Pathetic Tourist Party Accessories
1 Vermin infested d6 1=Fleas 2=worms 3=ticks 4=flies 5=weevils 6=leeches
2 Beggers following pilgrims and looking miserable
3 Box with some fake relics or icons they deeply revere 
4 Cart pulled by an old horse or tired donkey, has some straw and d4 1=food for travels 2=sick old person 3=children xd4 4=farm animals xd4
5 Diseased ex-member of the party following at a distance with plague
6 Idol carried by 2 or more people, like a holy symbol or an idol of a god, usable as a portable shrine
7 Flagellant or self-mortifying maniac following and tormenting self and showing off piety
8 World-weary old ex-soldier travels along to protect others in disguise, but carries a sword
9 Templar priests and a d4 acolytes protecting travellers, especially pilgrims but also keep roads safe
10 Bard or other entertainer travelling along, singing for supper and beer on the road 
11 Someone has a bag of coins and a ledger to pay for party food and accommodation, and is stingy
12 Magical protector working in secret d4 1=intelligent goat magician in disguise, keeping eye out for chaos goats 2=minor cherebim, faerie or imp watches over them depending on alignment and maybe influences dreams so it can proselytise and make bargains 3=a relic or item that someone has a guardian spirit within it 4=someone protected by spirit of departed loved one or ancestor 5=an animal in party or following is a spirit animal folk that may assume human form to interact at times 6=an invisible stalker hangs back spying on one person in paty and ordered to protect them but not be too obvious, it has gotten pretty good

d10 Types
1 Farm wonders
2 Religious
3 Fraudulent
4 Natural
5 Hospitality
6 Local ruin
7 Caves 
8 Folly
9 Museum
10 Prehistory

d100 Petty Rural Tourist Attractions 
01 Wonderous erotic vegetable museum 1cp no children or halflings
02 Mearl's Bottled Freaks & Monstrosities 1sp mutant farm animals in jars
03 Earl's Wonders of the Ancients 1cp see wonders dug up in a farmer's field over generations with scraps of pottery, rusty swords and bones he has assembled wildly into fantastic fantasy humanoids
04 Wondrous Ancient Mosaic in a farmer's barn, 1cp a look but not for the sensitive or children
05 Granny's Happy Herbs sells common herbal and fungal drugs and sometimes common potions. Granny has a big black cat and is loved by lots of adventurers she raised from orphans. See her garden, drying rooms, wine cellar and kitchen 
06 Mutant Petting Zoo 1cp a visit to see mutant farm animals like the headless chicken, the two-headed goat, the three-legged dog, Borris the six-legged pig
07 Murder Museum run by a creepy unmarried man runs a display in sheds of remains of a local witch cult, the skull of a local cannibal, Hungry Norbert, bloody sheets from the murder house, a collection of witch cult curse charms and shrunken heads
08 Mystery Living Pit has a shed built on top locked, used to dump organic scraps by the village. A fleshy pit consumes anything thrown down and is a part of Xor, the living world of meat, reaching into other planes to eat. It is unsettling to see eat
09 Earl's Wooden Carvings displays for sale sculptures of religious figures, collectable monsters and heroic figures. Free entry! Has a special room for adventurous 1sp men with his satyr and sucubus erotica collection that would get him burned at the stake by a mob
10 Bone Museum in a farmer's barn 1cp
11 Spring of St Morris 1cp donation to drink some water and meet one of the holy hermits, grants 1 temporary HP for 12 hours - he helps travellers and the poor and was killed by a monster to save orphans
12 Well of St Morag 1cp donation, see the miracle well she made and meet her sacred crows. Crows will trade you a prophetic dream for a human eye. Some wonder if she is a proper saint and a bit witchy and was burned by a mob for healing a mutant
13 Stone of St Guldran 1cp donation, where a smith and his dwarf best friend carved moulds for bronze daggers to fight an ancient boar demon and massacre its cult
14 Temple Ruined Abbey of the Martyred Monks was ruined by a greedy king wanting the tax and land of the church. The Abbey and the kingdom were destroyed. People come to see the ruins and the pleasant countryside
15 Chapel of the Nursing Mother, where a statue in the basement catacomb in the ancient style of a naked sky goddess who seems to be lactating. 1cp to see or 1sp for a drink. Possibly, it is sewer water. There is often a line-up of locals 
16 Devils Footprints, local for 1cp will tell of how a devil was driven from the village by a priest and show the location where there are clawed footprints in the stone
17 Visit the new Cathedral, just past the now infamous Haunted Abbey
18 Collosus of St Crimpin, for 1sp taken to a cliff and if you squint, it looks like a standing person, sort of
19 Tomb of Saint Dobbin, friend of horses, with a water trough out the front. For a 1sp donation, the acolyte tells how the horse saved a bishop and was made a saint
20 Wicked Arts of the Ancients, a basement under a tavern with erotic ancient statues, local clergy protest and scold users while they drink
21 Amazing Talking Chickens 1cp to meet one in a special booth by a barn with a hidden halfling under the chicken
22 Meet the Spider Woman - a woman's head with a papier-mache spider prop behind bars 1cp or risk a kiss for 1sp at own risk
23 See the Wild Man Mummy - 1cp to see this hideous wild man. The body of a forest person was looted from a tomb. Maybe it gets fed up 
24 Highwaymen's Head Museum with over a dozen heads! 1cp a tour. Actually, they are not highwaymen's heads obtained legally 
25 See Wild Man, a halfling actor in a cage with a very hairy body who eats live chicken and screams 1cp
26 Two-headed Woman, only 1cp, just straps and a prop sofa and two girls, one whose body is concealed
27 Amazing Numerist Goat! 1cp to see in the barn, but really, the goat can talk and is here to spy on chaos cultists. If it can give a clue to adventurers without exposing its espionage, it will. It might have some spells
28 Art studio, an unimaginative realist sells still lifes painted from a mimic partner or portraits from a doppelganger model. The latter portraits might be cursed or magical without the artist. Maybe the monsters exploited and better artists
29 Madam Amy's prophecy hut, 1sp she will read cards or palm, 1gp will get a seance where she uses petty spells to fake spirits, as she is a magic school dropout
30 Stab or beat a troll, one go 1cp or 5gp for ten minutes
31 Giant Brothers, a row of stone formations that sort of look like petrified giants, if turned to flesh, most of their skin has been lost, and they are skinless. Angry, wounded giants might blame rescuers
32 Hag Rock, said to be a petrified hag tricked into being awake in sunlight by a local heroine, silencing roosters
33 Bottomless pit in a cave 1sp a black pit dropping into an imprisoned god of living darkness. Great silver runewards are nailed into rock walls and worth 40gp each. A few have been stole 
34 Dolmen or trilithon of great stones, 1in6 has patterns or symbols carved in one
35 Huge carved stone with ancient markings but badly worn or covered in lichen
36 Shellrock Rift is a cliff with petrified trilobites, ammonites and shellfish from the ancient seas that covered the world. Fossils were sold from a hut, or buy a prospecting licence for a day 1sp 
37 Boulder Creek, a lovely stream with rapids and some large round stones surrounded by white water rapids, emerges from the water. This is where tourists add names to rocks, which is a bit risky, and a few die every season
38 Crystal Creek, a creek through a hill, exposing large quartz crystals and some of the crystals in the creek are tumbled smooth and round. Rare ones have interesting colours. Locals charge a fee to search per person per day of 4cp
39 Gold Dust Gorge, a creek with miners and losers panning for gold living in filthy camps, some will let you pan on their claim and protect you from other miners for 1sp
40 Petrified forest with remains of creatures and tree stumps turned to stone when the age of darkness ended. Buy ancient teeth and bones of giant salamanders, bugs and fish
41 Whack a rat Inn, hunt giant rats in a real taver basement! Charge? We pay you for the dead rats!. Rat leather and meat goods are also sold. Rooms are cheap but a bit ratty, and you can hear them scuttling in the walls
42 Hikers Hole is a halfling hole with a sly grog shop, but also sells tea and cake and has a family working constantly in the ovens in their sprawling underground bakery. Well-behaved "members" can stay in a room and have access to an improved dining hall and some smaller, relaxing rooms with chairs and books. This family business is like a franchise. Members all wear tweed, most smoke and drink, and eat lots
43 Aunt Fanny's Sandwich Parlour, a nice tea room also serving other herbal and exotic lotus teas from abroad. Has lots of ceramic owls, live cats, lace doilies and unusual themed tea sets
44 Red Dragon Coachhouse Inn, a franchise for wealthy travellers, often monopolising trade routes with members' benefits for 1gp a month (priority bookings, discounts, extra butter, house 2 servants or horses for the price of one deal). All staff have long red hair and are related. They worship the old ways in the woods, but otherwise seem modern and have decent accommodations
45 Sausage Hut, where a man sells various sausages and buys meat from dungeon explorers. Has a small smokehouse and hut where the owner lives. There are quite a few of these now as people copy the original, and if there are more than one they fight and slander each other
46 Pie Cart where someone sells the local pie type d4 1=eel 2=gristle 3=vegetable 4=meat. Some pie makers use dungeon meat they buy cheap from adventurers, and at least one in a city was a front for a cannibal cult
47 Sly Grog Shoppe, a tent or hut selling drinks, but if tax men or law come round, the host claims these are just friends. Often supplies bandits, drunks and outsiders or monsters with drink
48 Red Lantern Inn, a chain of seedy inns frequently reputed to be for drugs and prostitutes for rich travellers, many won't touch local clients. Religious authorities complain frequently if not paid off with donations
49 The Old Way Roadhouse Inn a chain of inns operated by a tourist club for the rich. The lesser public may be let in if in their best clothes and well-behaved. Some locals come here to show off and be superior and are willing to pay extra. Well-off travellers with fashionable hiking clothes and luggage lounge about in drawing rooms, reading and playing games
50 Music Hall Saloon with dancing showgirls, gambling, and brawls, popular with bandits, shepherds, miners, loggers and tough guys. Religious authorities complain frequently if not paid off with donations
51 Haunted Abby a burned ruin, local will show you around for 1cp or 1gp for a night tour (with actors in grave shrouds)
52 Devils Mill, a burned mill where a cult was located and burned, a local will show you around for 1cp, but the tour finds some hoof prints, fresh blood and candles
53 Aquaduct of Emperor Zagan, a fairly intact section with a hiking path, for 1 sp a guide will lead a 4-hour hike with luncheon and a tavern meal after. Explains information on building, the ancients and events said to have happened. One of the pylons can be entered and has an ancient shrine of the emperor cult inside
54 The Black Castle in an isolated island in a moat or lake, gloomy and haunted. A local for 1cp will tell the tale of the castle and show you around. Ravens, sounds of a weeping widow sobbing, monks and a black knight have been reported
55 Dungeon Experience, after the adventurers killed almost everything, local gleaners sold every scrap of bone and anything of value. Now locals operate it as a museum of the exciting story of how heroes massacred everyone who lived here. Some of the old residents' heads are mounted like trophies on walls. Locals have since redecorated it to be extra creepy and filled it with bats and huge spiders. Actors in costumes use secret doors to surprise guests 1sp a tour. Novelties like tabards with the dungeon coat of arms are for sale in the gift shop. Some have a food court. Usually, lower levels are sealed and require pest control
56 Ancient Theatre with catacombs 3cp a two hour tour, evenry season some monsters move in and operators require murder hobos to clean up
57 Wizards Tower, see where an evil wizard was killed by adventurers 1cp tour or 1sp for the version with actors in costume. 1gp have a meal in the tower after tour!
58 Ancient Tombs, many ancient barrow mounds and some open and can be entered safely by day with a guide. Some are more haunted. If you pay the village 100gp they let you dig up a barrow
59 Ruin of a fort built by a dark lord by orcs, for 1cp local will tell you of all the terrible things the dark lord and the orcs did 
60 Dwarf carved into the mountain, possibly a cave or underground shrine with 1sp for a 4 hour tour. Some think secret doors are remaining inside
61 Cave sanctuary, a carved complex of shrines in ancient styles 
62 Cave tomb, with tombs worked into natural caves some are sealed
63 Rainbow Cave, foggy, glowing grotto with a d4 hermits trying to escape civilisation
64 Spider Cavern, home of real giant spiders, see a safe tunnel with webs, bundles of bones, and insect shed chitin up close. No accidents for 90 days
65 Bleak Cavern, the latest cave craze discovery, is still being explored and vandalised and people have only mapped about 10% (?). Their are ancient graves and sealed galleries and flowing water and even giant bugs and cave critters
66 Witch Cave, see the strange ancient art of the wild witch folk who lived in these parts
64 Xorian Flesh Cave with an ecology of glowing pulsing mutant things with mouths and eyes gibbering madly. 1sp entry no children or weak-hearted. Some say cave leads to a chaos god. You can catch a creature and get it stuffed for 20gp
65 Dream Cave or Khadash, those who sleep in the main chamber with all the ancient witch cult art have amazing dreams and talk to fearsome ancients. 1gp a night with mushroom tea provided
66 Lizard Cavern with art and sculpture and bones of ancient lizards and dinosaurs, some under calcium formations and very ancient. Even have a stone magic coffin with a sleeping lizard king inside to see 1sp. Lizard jerky and pets available
67 Stone labyrinth used by ancients as a prison on some levels. The top level is sealed with a gift shop and a guide for 1sp (1cp locals). You can get paid for vermin control in the deep
68 Dark God Cavern, villagers for 1sp take you to a cave they found when purging local cultists with an imprisoned slime god. The hideous one-eyed being begs for help and offers wishes by telepathy to any who looks into its eye. It tells wild lies according to the sign and guides
69 Ice cave, part a storhouse for local produce and part for tourists with a frozen cave where people mine ice blocks. One chamber has all the weird frozen creatures that they keep finding, including a yeti, cold salamander and an ice toad who actually help keep the cave cold
70 Lake cave a delightful grotto of thermally heated water for bathing or fishing
71 Brick Pyramid built by mad noble a century ago, locals tell wild stories about it and how this was an ancient capital of Exilon over 4000 years ago! Local taverns and shops all sell pyramid-themed goods. Pyramid cakes in the bakery
72 Small crude castle with towers and ramps built for goats as a tourist attraction. The goats are friendly, but they try to steal food. One is a secretly sentient spell caster here to observe chaos cults for the secret goat spy network
73 The Big Turnip a giant turnip three stories tall with a turnip shrine inside. For 1cp you get a tour inside and a turnip meal deal. A gallery of turnip-headed scarecrows guards it by night and toils in fields around the shrine
74 Maze in a barley field with sweet barleycakes and barleywine, 2cp with snacks
75 Underground Tunnels of a former dungeon under the village. Now for storage, emergencies and tourists. They have filled lots of rooms with fake torture equipment and wax sculptures, 1sp adults only, hard children allowed for free or 1cp if they flee or cry
76 Skull Rock, an ancient wizard lair that resembles a skull with a tour inside and some ogre bones on display 1cp a tour and see where the ogre ate people
77 Farieland a miniature village built for faeries. Some surly brownies lie about smoking, farting, drinking, spitting, belching and vomiting. They only stay because the village feeds them and supplies beer. 1sp a look funds help feed the faeries. At least one is a flasher.
78 Pleasure Palace of the Ancients, a feast hall in the style of the ancients, 100gp for up to 20 guests with entertainment, servants and music. Orgies cost double for the cleaning
79 Menagerie of Wonder, a sad collection of old tired monsters drugged to the eyeballs in small cages. They are always looking to buy cheap meat, but it's 1sp to see the zoo
80 Goblin Market built to attract goblins for their exotic goods and addictive fruits
81 Goblinarium, where you can see up to 50 types of goblins in a museum and see live goblins in an underground laboratory. You can even buy some goblins or pet and feed them candy. Prices vary 1cp commoners, no frills 1sp with tour and petting experience 1gp with feast and a goblin floorshow in a theatre restaurant
82 Village Hall Museum & Library, where most of the village's written words are kept, and some curious items of antiquity found in fields, some depicting heroes and monsters and local landmarks
83 Beer Museum with a tavern inside and a tour of the brewery and a collection of beer bottles from many lands, including an adult section, 2cp with one free beer, salty spicy snacks included, children only 1cp
84 Village Museum of Witchcraft, in an attic or basement and well locked, with artwork of witch trials, a tour, some torture implements and some bottled familiars and burned witch skulls
85 Museum of Oddities with bottled mutants, badly stuffed monsters and a two-headed goat with a snake tail called Pete, 1cp, not for ladies or children (except for Pete he is ok to pet)
86 Fishermans Museum a desiplay of stuffed record fish, trophies, a few weird mutant fish in jars, funny things caught in competitions or inside fish, rod and reel assemblies, knot and lure tying displays. Sells bait and supplies for fishing and licenses for out-of-towners
87 Museum of Local Ghosts with displays about local haunted sites within several days, with stories and artwork, and books of records
88 Village Gallery with works by locals and a nearby artist colony. Most are somewhat hideous, but some are emerging talent and experimental work. Portrait commission artists available. Lots of paintings of award-winning livestock and vegetables. Also, portraits of local beauties, mayors and nobles for generations and possibly some landmarks
89 Museum of Local Cats with paintings, stuffed cats, figurines, cake, and cat-themed clothing. Many cats and old people are here, and it's a bit smelly
90 Giant Museum of mammoth bones arranged into a giant humanoid shape in a semi-excavated pit in a basement inside remains of a crumbling giant coffin. 4cp a look, see the original, not the fake copy one. Has displays of giants and their wonders, with some displays of giant shoes and toenail clippings of a frost giant. Also a giant splinter, a giant stool, a giant flower, a dead giant bee and a giant pube. They have several terror birds in a pen with a sign calling them giant chickens. Books sold of made up of "Giant History" based on fairy tales with unkillable heroes who never suffer and outlandish magic weapons 100gp a copy
91 Witch Stones - stone circle said to be witches petrified at dawn, 1cp. A local tells the story of the stones and tells each stone's name and wicked deeds
92  Dwarf Ruin with a guided tour 1cp for the top level. Lower levels connect to an underground ancient highway
93 Blasphemous ruins, prehuman god statues long worn, some defaced or beheaded. Locals will spy on any visitors creepily. If you find the right man, for 10gp will take you by night to spy on a witch orgy with goat folk and demons
94 Row or circle of standing monolith stones, locals will tell you a legend for 1cp part of an ancient apparatus for d4 1=summoning 2=teleporter 3=planar gate 4=prison for demons or elementals or something
95 Faerie Ruins of ancient, sophisticated artisanal, crumbling walls. Faerie rings of flowers and mushrooms are everywhere. For 10gp by night, a local will take you to spy on faeries
96 Basalt black ruined towers of the age of darkness, no windows and a sealed doorway for d4 1=serpent folk 2=necromancer 3=shoggoth 4=lich
97 Barrows of the ancients, some looted and you can see inside, guide will tell of all the troubles opening a barrow caused d4 1=undead 2=elves 3=gnomes 4=
98 Black basalt tomb sealed since the Stone Age by the first human wizards
99 Idol built by a pre-human folk d4 1=fish folk 2=lizard folk 3=frog folk 4=insect folk
100 Crystal monolith in a cave with secret wizard writing all over the walls, local will unlock cave and show travellers for 1sp each. What is it? d4 1=imprisoned spirit or sorcerer that might be able to communicate with a telepathic person 2=part of an ancient magic plot and a cult is searching for it 3=artifact lost since the preduluvian ages, which it helped cause 4=captive god can be reeased with a ritual, if somehow contacted, the being offers to grant all your wishes in return but really it just wants to eat souls

Tuesday, 9 September 2025

What D&D5 Books Would I like

























My only win 10 laptop that runs all my productivity, has been broken and needs replacement. Mostly about 200 bux, so not too bad. Also, i start a work placement so i have no idea how this will affect this blog. Last time I was bedridden a day for each day working so it was actually very productive. Chagrinspire Vol 4 in works. Starting a page here just for links. Need to update my link pages, but it was all messed up a bit by Google a few times.

Having had a dive through 2nd-4th lv splatbooks recently, I thought what books would I like for D&D5. 

To be open my favourite 5th ed books were Theros, Bigby's Giants, and Saltmarsh. They are probably only reason I got into collecting them, other than them being available and on sale. Also, Dyson maps started me buying them. The video game looking walkthroughs colour/embossed looking ones are sometimes ok.

Stop world-hopping so much unless it's explicitly a plane-hopping campaign like Planescape. lazy teleporting plane-hopping devices for the adventure comps are like playing a computer game. Stop stripping episodes of larger campaigns into just a dungeon. 

More retro Adventure reprints. Theme linked like Saltmarsh or a real campaign like Frostmaiden.

I like the giant and dragon books. I'd like to see a revision of the reptile book, maybe with a lost world location or dwellers of the forbidden city. I like the modern dandy faerie frog folk but dumb bullywug thugs are ok too. A ruined ity with actual detail instead of just a cinematic scene location that doesnt really ant to explore it. The first Dragonlance module had an amazing city but they dont really encourage you to explore outside the railroad.

A desert-themed book with lots of fantasy Near Eastern-themed stuff, with some ruin desert hexcrawl exploration. Desert of Desolation might have been a good core adventure, lone and level sands from dragon and others with some class perks and monsters and spells.

An undead splatbook with necromancers stuff, hauntings, graveyards and tomb adventures. Im enjoying the old ravenloft book on mummies now with 5 tiers of mummy power which is nice.

Proper hell sourcebook and adventures for high-level or an Abyss one with no Waterdeep content.

A faerie book with whimsical stuff like Beyond the Crystal Gave and Beyond the Witchlight book, but also a scary world tree and Shadowfell.

Adventures to revise into a modern comp? Mostly, I prefer the Goodman Game books but I do prefer the recent D&D5 version of S3 Barrier Peaks. The lost caverns remake without the wilderness and WG4 overlap is a bit sad. I still appreciate some of these reboots. Ghost Tower of Inverness, Bone Hill, Forbidden city with the implied time travel leads followed up. Most of the UK branded stuff is very good. Reptile God, Desert Nomad series (maybe a bit more sensitivity would help it), Horror on the hill, D series, etc. Some stuff from dragon or dungeon mags could be in a comp to blend themes in.

The new dragon adventure book seems to be testing lots of different styles of art. Maybe it's a test run or for marketing future books.

Saturday, 6 September 2025

Chagrinspire: Finally the Emperor is Dead




































So in my campaign time, the Mad Emperor who ended the third empire with civil war 70 years ago has finally been killed. He went from a royal line squire in the royal guard to a crusader hero killing mutants on the frontier of Chagrinspire. Killing him has been on to do lists of adventurers for about 12 years.

The Party gave up exploring the very distracting pit imprisoning slime gods (Bottomless pit of Zorth on drivethrough). They had avoided it, but recently a gnome gave them a flying carpet to kill two wizards spreading cartridge ammo to the modern world, who use mostly muskets. They did fly around their new domains of their kingdom a bit and that's where they saw the pit they had been avoiding for a year or so. So they quit and went to get the Bishop to join them to finish the mission.

With a 10-foot-tall giant King Nebos, the Bishop with his chrome sphere helmet, the Man With No Name and his best rat gal pal Sonya departed with a tight fit on the magic carpet. Nobody noticed it has some flourishes of behaviour.

The team mostlt outfitted for stealth and detection. After 24 24-hour flight, they reached the tiny castle on a peak on the Emperor's estate. The wizards were working on new arms and armour. The party with the silence spell flew around the windows and saw the emperor's guard with plates and halberds on the ground floor. Middfloors had the torary planers.  On the top floor, they found two maids in servant rooms adjacent to the Emperor's bedroom in this private retreat. They saw the wizards in a lab working on guns, and they were not really making cartridges, but instead had revolvers and multi-barreled volley guns and bullet-resistant armour. There was a restful garden next to the emperor, two stairs down, stairs to the roof anda  final room with Astrological images and magic circles on the floor. The Bishop was concerned that they were to summon monsters or aid.

The giant king bent the window bars and the bishop and the nameless one sneaked inside. He climbed up the walls with magic and went to spy on the wizards carrying a rock with a silence spell on it. The Bishop studied the occult sigils while King Nebos unbolted the roof access door.

The nameless man dropped from the ceiling, stabbing the wizar,d and nobody saw anything or heard much. The lesser wizard stepped away and used a lightning bolt; the greater bleeding wizard cast a spell to send a message of help. The giant heard the lightning and peeked at the battle and signalled the Bishop. One of the circles, a teleporter disk, crackled and the feaking Emperor arrived. Near seven feet tall in his ornate imperial armour and glowing. He branded them as heretics and commanded them to join him. The bishop called fire from heaven, and the giant attacked. The Emperor backed off, drank a potion and threw three lightning bolts. The Bishop dispelled the teleporter magic, stopping the Emperor's retreat and high-level followers' arrival. The nameless man manages to finish the greater wizard and Rat Sonya on the flying carpet, throwing her javelins, killing the last wizard. He grabbed spell books and started a fire.

The giant king had to hold off guards in the stairwell and returned to the Emperor, who was fighting the priest. Most of the party were one-hit to death. Rat Sonya saved the day, drawing the emperor's fire and people discovered she actually had over 90hp all along for a 7-foot-tall rat javelin skirmisher. She flew outside and hit the emperor again. He stepped back into cover to have the invisible man with no name run him through. The Bishop healed Nebos, who held back fresh 5th-level guards, which he was very good at. The nameless man sawed off the emperor's head, and they began to debate what to grab and do in a burning, explosive building. So the nameless man rescued the maids from their rooms, and they piled the body on the carpet so he couldn't be brought back to life. The Bishop had a solution. Rolled the body up in a carpet and cart word of recall and returned to the high cathedral in his homeland's city.

The others, now on a 50% overburdened carpet, were slow and wasted speed on keeping altitude. They reached a good height and fled home. But they could see the capital city of Lamnutainia, the Emperor's city. They also saw a dark shape arise in the river that flowed from Chagrinspire. It fired volleys of incendiary rockets, creating a firestorm, destroying their fleet and harbour.

On the way home upriver and resting, they saw armies of frog and fish folk marching down the river like a highway. By the time they got home, they heard that mutant chaos warbands and undead crusaders from Chagrinspire were pouring over the border to wreck the empire. Rumours said dark clouds dropped flaming devices on other towns, crippling the last remaining state of the once continental empire.

The Bishop met the Archbishop, and the Nation of Light Templars decided now was the time to liberate the Emperor's domain from heresy. The Bishop presented evidence that a false sun cult had corrupted the emperor. The Emperor's items were mostly evil, but they gave his +3 plate to the Bishop.

Meanwhile, the B-team of the party's best followers had taken over the False Sun cult Outpost in the Chagrinspire wastes, allowing the Eastern domains of the adventurers to now all be linked by underground rail.

Almost 2 weeks later, the chaos in the former Empire was over, and the Light Templars were in control. There was talk of appointing a new archbishop and then a king. Nobody wanted a new Emperor.

The Archbishop returned with the Bishop to crown him in the foundations of the new cathedral. He also crowned King Nebos. Publicly, the story was that Nebos killed the Emperor in single combat. He left 100 Templars to help on the Cathedral and the defence of the new gateway kingdom.

The Gnome agent of the Black sphere (wink wink)  came to reward them with magic items. A staff of healing and a wisdom boosting book for the bishop, a titan maul for digging in rock for the Giant King and a couple of wands (magic missile and polymorph) for the man with no name. They now controlled 9 hexes. I let them level up to 11. We had plenty of time, but players were happy to work more on planning and domain stuff after this. Now they have continental-wide fame. He explained that the dark sun cult wants eternal bondage of darkness. Which the Gnomes of the Black Sphere oppose, instead offering the sweet release of eternal nonexistence. Obviously, players are troubled about their success in helping the Black Sphere plans that coincided with their own plans so far. They are unsure if freeing slime gods is a good or bad thing. Killing the slavers' global network, they were fine with. The gnome contact left. He always implies he serves other gnome factions within the Black sphere.

Arsh, the dog man druid (absent) generally less tolerant than the rest of the party when it comes to allies. He has been exploring elemental templar lands and checking out the dragon templars he has discovered.  All remnants of prehistoric factions who have not done much since the apocalypse war a thousand years ago, when the world attacked Chagrinspire for a millennium. The non-faction merchant gnomes of the Alchemist town have moved to the player's territory. 

The Emperor's high-level warrior followers (one is 18th lv) all swore vengeance.




Friday, 5 September 2025

Hex 7-9 Chagrinspire: Update and continuity check





































This is a recap on some important hexes.
I might try some more big single hex maps for the setting.

These hexes were occupied by the party, and after drawing a line on a map, they found secret villages. Dog folk and barbarians were moved in by Arsh to secure territory.  The druidic one was first and friendly.

The party as a whole visited the Elemental Templars, whom players had heard of in my Bronze and Stone Age games but never dealt with. They seemed remnants of the prehistoric elementalist religion that had twice tried to take the world, but others did it better and longer and left more memories. They were a weird bunch, all in archaic armour styles with different arcane symbols. Many factions and cults of the most ancient gods were among their members. Religions that had declined after the apocalypse, leaving our bright and dark gods, civilised humans like now, a thousand years later. Early in the apocalypse gods came to destroy the chagrinspire, and it was a disaster. Gods of all kinds were killed and enslaved by their great doomsday machine, the Black Sphere. Hundreds of gods who made material avatars were destroyed, banishing them from the world for an aeon. Other gods fled and have not returned since, which didn't help their popularity. Starved of sacrifices, many gods slept or withered to just great spirits. They long to restore their power, but the black sphere still drains the world's life force. 

Anyway, these old elemental heracy templars were in fact highly diverse in their elementalism. Pilgrims came from many places here to meet others and return. Thy trade spells and lore and copy books. They are part of the great comeback.   

7 and 9 players have been in quite a bit and annexed into their Gateway Kingdom
8 players passed once 

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Hex 7
Southern Lakes
• Mercenary Outpost (damaged) with defensive force remaining after labs destroyed. Was secretly gathering secrets of improved guns to take to the warring kingdoms of the eastern lands
• Burned remains of Pickleton Bulwark (Merchant Guild + Mercenary Guild) operated by A merchant and a mercenary company seeking guns
• Blackbog village ruins, a criminal den of gambling and vice, burned by crusaders 30 years ago
• Ruins of the chapel of light and the graveyard from the failed village of Caladas, made of religious farmers
• Sagassum in the lake with giant marine plants and visible shipwrecks and violent inhabitants living in it like a wetland forest
• Canal goes under the road between the swamp and no man's land hex 10 into Allied Hill Fort
• Underland pier, a concrete pier and buried underland canal entry (+secret sub pen)
• Pact Rock, a cliff of green stone with ancient frog and fish folk carvings of a treaty
• An army of devils fighting undead fighting in the apocalypse was smothered by the great flood of holy elemental water unleashed from hex6
• Swamp Locations
-Clampville cult village occupied by barbarians and frog folk 
-Drug Lab Shack of the alchemy guild annexed by frogs, alchemists were trying to steal the frogs' continent-wide drug trade "It's an existential threat to all frog peoples everywhere!"
-Robberknight bandit base left by the party for now in a ruined mansion
-Swamp hag and troll son are friendly for now, as long as people are kind to her son

Clampville Pop 115
-Led by Druid, their wild folk guards and some frog folk allies
-Was led by Pappy, a devilswine controlling a slime chaos cult clan
-Serpent folk ruins and tunnels underneath (recently buried)
-Execution lock and severed heads in the plaza
-Tapestry tradition depicts the imprisonment of slime gods in the Apocalypse
-grow drugs, skunk cabbage, sulfur melons, skunk cabbage, flesh tubers of xor
-mix of mutants, cultists and scavengers + frogs and druids

d12 Local 
Clampville Encounters
1 Slime cultists gathering from algae pools
2 Frog folk occupation marines, local law
3 Wild boar
4 Giant marsh lizards
5 Giant dragonfly
6 Snake cultists (led by a snake magician hybrid)
7 Mutant fisherfolk
8 Mutant bandits
9 Giant slug
10 Giant rats ot a swarm of rats
11 Giant bugs or a swarm of insects
12 Druid and bodyguard blessing the land
10 Basilisk
11 Giant frogs or salamanders
12 Giant turtle

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8 Grassland/Wetlands/Mudlands
Crossing Grounds
• Elemental Templar Outpost for elemental cults watching the marsh and no-man's land
• Elos village of desperate survivors under the thrall of elemental cults
• Ruins from age of ancient Exilon are being explored by Templars for relics
• South road and river trade through chokepoints attracts bandits
• A canal goes from river to inside the ruined hillfort full of undead soldiers
• Includes part of hill fort line, trenches and no man’s land in between
• Several ancient elemental gods were captured by the Black Sphere in the Apocalypse, and most have forgotten their names and cults since

Elos Pop125
-Serve the Elemental templars with food
-They elementally infuse plants and livestock to produce more food in poor conditions
-Have Druids, wizard tower, earth priests and Elemental templar garison 
-Some of the population are "blessed" elemental abhumans, changelings or mutants
-An assembly of elders are in charge of diplomacy, farm planning, and other esoteric elements
-Lots of ritual activity and ceremonies in ancient times, all wear robes with elemental symbols 
-Elementalist temple has documents 5000 years of elementalist records guarded by djinn 
-Village square has an elementalist summoning circle inlaid with gems and gold
-Lots of locals have petty ancient magic items from ancient Exilon

d12 Local Elos Encounters
d4 1=fire 2=earth 3=air 4=water
1 Elemental Templar Patrol
2 Elemental Templar Wyvern riders
3 Petty 2HD elemental exploring
4 Trench Hogs from no-mans land, mutated boars who ignore mud terrain penalties
5 Elemental abhuman tribe living as barbarian nomads
6 Terror birds on the prowl and protecting territory from dogs and wolves
7 Elemental dinosaur d4 1=allosaurus 2=triceratops 3=anklosaurus 4=triceratops 
8 Giant elemental toad, often ambushes from hiding or an area with several socialising 
9 Automaton soldier d4 1=infantry 2=marine 3=sniper 4=sapper
10 Elemental keeps strangers out of the area and hunts undead
11 Deathguard flesh golem wandering on a murder rampage
12 Undead soldiers from Noman's land

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9 Hills/Ruins
Plateau Gatehouse
• Adventurers Guild Outpost held by murder hobos outside the starfort walls watching south, now allied to the Gateway Kingdom and turned on Mercenaries Guild's research operation
• Dragonhole is a scavengers colony of secretly dragon templars who would like a proper outpost and are preparing numbers and drake riders. Unknown to most, as hidden in no-man's land, surrounded by landmines. Reachable by air or tunnels 
• The Star Fort Wall, The Plateau of Peril and the Gatehouse of Chagrinspire
• The final forces of the Apocalypse war killed each other here, forgotten heroes and demigods
• Starfort wall and plateau edge
• Ruined fragments of a gigantic aqueduct destroyed by the elemental flood in hex6, some are used as lairs or forts. Ancient aqueduct line ruins. The ruined aqueduct line includes settlements
-Skyriver village, secure in a larger section of the aqueduct protected by frightening druids
-Eyebane Village of Elemental templars with wyvern riders
-Doghome Village of barbarians and dog folk

Skyriver Pop 105
-Led by 9th Lv druid chieftain Carnifax of tribal wild folk barbarians from Auldwood
-Built on and inside intact pylons of a ruined aqueduct
-Grow tubers, nuts and berries on top and mushrooms inside
-They work on the purification of pollution in soil, planting trees, and helping mutants
-Ride giant hawks to and from their allies in the Western woods

d12 Local 
Skyriver Encounters
1 Barbarian hunters hunting food or monsters
2 Barbarian herders with flocks
3 Druids and bodyguards purifying the land in a ritual
4 Barbarians uncovering and cleaning an ancient dolmen or standing stone
5 Hawk riders fly overhead
6 Wild elk or deer
7 Wild mutant dogs or a wolfpack
8 Auroch cattle herd, hostile and the whole herd unite to kill threats
9 Lion or panther or leopard, some may be mutants or unusual colours
10 Gorgonite bull
11 Undead ancient soldiers in rotting uniforms marching on patrol
12 Barrow wight or wraith or banshee wandering the moors

Eyebane Pop 85 + 4 adult wyverns
-Elemental templars of various factions worshipping old gods
-Built on and inside intact pylons of a ruined aqueduct
-Led by Master Ziron Nidas, breeder of wyverns
-Many temples and a magic school, a grand temple to the elementalist unitarian faith
-Hidden remnants of the pre-apocalypse gods and elemental worship
-A few dragon templars who overlap in interest are also here as advisors
-Allied with a standard outpost, secretive and wary of strangers
-Mostly, they bring in food from the nearby alchemist by wyvern or wagon

d12 Local 
Eyebane Encounters
1 Wyvern and templar fly high overhead
2 Mounted elemental templar patrol question strangers, dress in ornate ancient armour
3 Foot 
elemental templars led by a spell caster
4 Boar or goats
5 Deer or elk
6 Wolf pack
7 Lion or a bear
8 Giant toads
9 Elemental mutated animal d4 1=bats 2=rats 3=frogs or toads 4=snakes 
10 Elemental mutated monster
11 Petty 2HD elementals playing
12 Elemental wandering

Doghome Pop 95 + 85 dogs
-Founded by a dog abhuman beastman hero who came to cleanse the taint of chagrinspire
-Built on and inside intact pylons of a ruined aqueduct
-Led by Gnarg Gnorebone, a dogman 4th-level barbarian with a 4th-level druid priestess wife
-Tribe, a mix of Barbarians and Dog Folk, some of their dogs become upright humans 
-Built on and inside intact pylons of a ruined aqueduct
-Mostly barbarian huts with earth roofs and some tunnels
-Hunting in the hills and herding goats
 
d12 Local Doghome Encounters
1 Pack of dogs on patrol
2 Local tribal hunters with dogs and dog folk
3 Goat herders at work grazing
4 Wild deer herd or elk
5 Wild sheep or boars
6 Mutant chaos cultist hunting
7 Mutant scavengers
8 Druids performing purification rites and planting trees
9 Werewolves come to menace dog folk
10 Land shark
11 Chaos mutant cultists
12 Undead soldiers on the march

Wednesday, 3 September 2025

Who feeds all these monsters? Monster Keepers & Menageries



So I loved that Zoati in the original 40k were enslaved by tyranids who fed them zoatibix. It also kept them passive, and those who were free of it went feral and became psions or druids. Modern games killed them.

My current game has vending machine golems everywhere, which sorely tempted players to spend 30 extra minutes going downstairs. Chagrinspire has vast cloning labs for monsters. Kobolds have set up a shadow of this monster farm. Frogfolk breed bugs and will even release swarms on enemy stores, then when they take over, big fat bugs are everywhere. Monsters do need dinner, and somebody must deliver it. You would probably find some in dungeons and might ask questions.

Monster feed for your dungeons!
Monster breeders or just pet keepers!

Every room needs monster larders and possibly stewards to feed monsters, care for live food and deal with traders. 

Every big dungeon has a monster nursery or menagerie for the boss monsters to restock dungeon losses and even breed and trade monsters.

Monsters will know how to detoxify dungeon food like slimes and mould
Real animals eat antidotes with poison food

d12 Long Life Monster Food
1 Kobold Chow - sold by bag 1cp or sack 4sp, dried biscuits with root vegetables, calcium and organ meat 
2 Owlbear Pellets - large dried organ meat pellets with calcium for sharp claws and beak, and mandrake root for sparkling eyes 5gp sack. Dont confuse with pellets, owlbears caugh up everywhere. Lots of creatures like it 
3 Dried Larvae - dried giant bugs by bag 1sp or sack 1gp
4 Dried Organ Meat - livers and other viscera dried and chopped into chunks
5 Monster Sausage - old meat and ground bugs, and whatever the butcher can shove in, 1cp each sausage, sold in strings for easy carrying, can be dried. Giant sausage 1sp
6 Dried & Salted fish - good for lots of creatures, some need rehydrated, some dont like salt
7 Pickled Centipedes - turn a pest into a meal for lots of creatures (orcs like them)
8 Trog Chow - dried cave mushrooms, dried frogs, eel and fish 2cp day
9 Goblin Lunch - mushrooms, dried bugs, bug egg, lizard or a frog. Fresh best 2cp but dry standard 1cp
10 Hard Tack - dried biscuit can be soaked in water to soften, keeps for years 1cp day ration
11 Gnome Gruel - alchemical, nutricious slop, some monsters need blood mixed with it to make it edible. Can meal1gp Huge Can 12gp Dried by the box for a week 4gp mix with water
12 Orc Lunch - olives, dried figs and dates or other fruit, chillis, beans, black bread, dried meat and sausage or dried fish 4cp day

d12 Live Monster Food
1 Giat Rats - common pest animal, but farms grow them to be clean and safe for your monsters without the disease and parasite risk. Breeders like unnatural colours to stand out from cheap wild ones living in privies or medical waste AC+3 HD d4 Att d3 bite Mov 12 Swim 6 Climb 9. Come in wire cages 1cp
2 Cave Crickets - giant hopping ave bugs AC+4 HD d4 Att d3 bite Mov 12 Fly 12 Climb 12 Hop 6 can chirp loudly, which people love or hate. Can double as an alarm (they go quiet if anyone moves near). Come in a crate 1sp
3 Giant Larvae - beetle of fly, dont let them loose or pupate and fly away, size of a forearm good for all kinds of giant insectivores, frogfolk are the main bug dealers. Bite and clamp onto a caras and start chewing AC+2 HD d4 Att d3 bite auto hit and hang on Mov 6 Jump 1 Burrow  3 Swim 3. Come in a wooden crate or barrel. Some use the adults also 1cp
4 Giant Earthworms - can fit a dozen in a barrel of earth but fiesty and can attack with constriction and bite AC+1 HD d4 Att d3 bite & grapple Mov 6 Burrow 6 4cp
5 Giant Cockroach - need wire cages as they eat wood and squeeze through gaps, not dangerous unless really hungry, but acute senses AC+4 HD d4 Att 1pt bite Mov 12 Fly 12 Climb 12 2cp
6 Bullfrogs - size of two hands packed in crates with moss or tubs with water. Escape easily and need lots of bugs to keep. Lots of monsters love them. May be noisy, but may go quiet if disturbed by strangers 1cp
7 Fish - in a tub or barrel with water, or fresh with ice or salted for some creatures, but monsters like them alive or fresh. Lizards like stinky fish people wouldn't eat, so you can sometimes get them cheaply 1cp
8 Kobold Eggs - all kinds of reptiles and carnivores like them, but kobolds are outraged 1sp
9 Dogs - not common street dogs, farmed dogs, sold in wooden crates, plus they have hides 2cp street dog 3cp farm dog 4cp
10 Pigs - adapt well to dungeon life and will eat food scraps and even sewerage come in various sizes for all monster sizes 1sp for piglet 12gp for young pig, 100gp for giant pig 
11 Dungeon Eggs - enjoyed by lots of creatures, but look out, they can escape and grow huge. Include bug or insect, or spider 1cp. Some call dungeon grapes
12 Goats - easy to handle if fed 4-12gp depending on size and breed. Captured feral goats are the cheapest and most unruly

d12 Supplements
1 Norbert's calcium and vitamin-rich bug feed, so bug eaters are healthy 1cp per bag
2 Lotus stems, byproduct of the drug trade, monsters like to eat it and nap, so a useful monster handling tip 5gp a bushel. Humans use it as a dream-inducing tea, but addictive. Good for transporting, hoof trimming, checking chains intact or giving medical aid
3 Skankberry makes animals buzzed and aggressive for a d3 hours. +1 initiative and grumpy, addictive, so don't use it too much, 1 gp dose or 5gp for large creatures
4 Clurtan's Monster Revivication Powder increases monsters' daily healing by 10gp a box, 1gp a day for medium animals. More doses in a row than your Con bonus and save vs addiction each use after
5 Kloras' Monster Chum, a sealed bag of living guts, gore and blood that keeps for a week. At two weeks, the bag burst from rotten gas 5gp a bundle for a large creature
6  Rainbow Monster Chow, sold by 25gp small keg, calms monsters once they are addicted, until they go without for a week
7 Mephistophiles Monster Mix - bulks up creatures and makes them irritable but infertile, 25gp a small keg
8 Bottled Blood for various monsters 1sp for animal blood,10 gp for human, preserved for long life. Some versions come with rubber nipples for baby monsters
9 Monster Baby Formula, an alchemical milk to help baby monsters grow 10% faster 10sp a tin and 1sp for a bottle with a nipple
10 Mana Powder helps magic creatures' magic abilities develop 100gp tin, silver and metallic
11 Shellgrit for helping digestion and calcium
12 Sand or monster dust baths

d12 Wild dungeon Foods 
1 Fungus and mushrooms
2 Giant bugs, roaches, crickets
3 Flies huge or by swarm
4 Giant bugs or spiders, or scorpions
5 Giant rats
6 Giant Lizard
7 Duneon Bugs (lizard or bug)
8 Slugs and snails
9 Cave lobsters or shellfish
10 Cave fish
11 Giant worms
12 Dungeon roots

d12 Food Delivery Service to Dungeon, Tower or Tomb
1 Gnome caravan traders, all kinds of good, but gnome slop and pellets are common
2 Herdfsmen with porters with loads, move livestock and farm goods
3 Orc traders who supply other tribes' raids, trade between dungeons 
4 Bandits with wagons disguised as traders, sell goods they steal or make guild deliveries
5 Zombies with a wagon by night, with an evil apprentice or acolyte, unwanted meat and bones
6 Gnome or dwarf tunnels with a railway freight station nearby, processed food 
7 Goblin traders often are middlemen for goblin farmers, who prefer mushrooms and bugs
8 Mutant clan already hated and hunter 
9 Inbred s
mugglers, also d6 1=wreckers 2=cannibals 3=hybrids 4=cultists 5=beast folk 6=mutant chaos band
10 Goat automaton ridden by a gnome courier, may have baggage handler slaves to carry packs. Gat is defence and mount 
11 Automaton postman with golem cart of goods, light machinegun turret on top
12 Autonomous flying drones drop a pod with a parachute

d12 Menagerie Staff
1 Keeper who feeds and cleans the monsters
2 Guards who protect animals from thieves or adventurers
3 Stewards who help manage animals in the zoo and protect them, carry whips and clubs
4 A scholar who studies monsters and breeding, and keeping methods
5 Butcher who prepares food for monsters and scrounges for meat, carries axes and blades
6 Pest Controller catches rats and parasites. Rats and bugs are useful to feed monsters
7 Groundskeeper who manages plants, fungi, gardens, paths and might feed animals
8 Cook who prepares speciality meals for creatures' diets, carries big knives and clever
9 Crafters, especially with wood or blacksmith for building, a potter is also useful
10 Chief Keeper who manages the facility, budgets and staff  
11 Wizard for magic animal control and transmogrification, or an alchemist for making mutations and enhancing monsters
12 Druids who can heal and talk to animals, or a healer for staff and animals

d12 Menagerie Type
1 Monster circus
2 Pet pound where monsters leave pets while away or at work
3 Research Laboratory for making new monster hybrids and mutants
4 Greenhouses with iron frames and crystal panes, each a separate environment
5 Cavern ecology with fungus, then giant bugs, then frogs and lizards
6 Farm for gourmet monster foods
7 Stalls for keeping confined monsters to milk them of bile and other alchemical ingredients
8 Breeding stalls with nursery and pens of superior breeding stock
9 Prison cells tuned into breeding pens, lots of chains
10 Menagerie with iron-barred large cells (round or square) with a few items to enrich monsters
11 Monster Garden is a curated area with mixed species and a controlled environment. Multi-levels may have different conditions with service levels in between 
12 Zoo for monsters to visit with public entry 1sp, sprawling with cages for public views and service lanes 

d12 Speciality Menageries
1 Slimes in pools or pits sealed for safety
2 Garden with plants or fungus, many magic or ambulant
3 Insectarium with giant bugs and swarms
4 Reptile House with reptilians and possibly dinosaurs, and synapsids
5 Amphibian Complex with lots of giant frogs, toads and newts
6 Mammal house
7 Humanoids d4 1=demihumans 2=beast folk 3=humans 4=giants
8
 Lycanthropes
9 Aquarium with crystal tanks and pools of aquatic creatures
10 Undead
11 Elementals
12
 Demons or devils or daemons

d12 Menagerie Sideshows
1 Pet stall
2
 Baby monster petting zoo 
3 Freak show with lurid signs and some fakes 1cp a peek
4 Carnival contests with prizes
5 Food stalls for guests, possibly a restaurant
6 Drink stand or bar 
7 Novelty rides on animals or machines
8 Merchandise store with clothes, trinkets and treasures
9 Monster Education Centre to recruit new workers or tomorrow from the young
10 Art gallery with works for sale
11 Monster meat and smallgoods stall
12 Monster nursery experience 10gp

d12 Other Items (price range for size)
1 Grooming brush for monsters
2 Collars 1-10gp, Muzzles 5-20gp
3 Whips 3gp
4 Plush toys 1-40gp
5 Various bowls and basins for food and water 1-4gp
6 Bale of hay 2cp
7 Wire cage 5-20gp
8 Dried Hog Heads 4cp and Pigs ears 1cp
9 Scratching post 1sp
10 Bathtub 12gp
11 Lpush bed 4-12gp
12 Exercise wheel 10-100gp could be used to turn a spit or mill grain