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Wednesday, 17 September 2025

Past Setting Vibe Recap




































Setting Tropes for My Major Setting Areas
A thing I want to do to describe my settings in these d12 tables & summaries
Each line will be a kind of setting trope 

Torg has stuff like this baked into realities, and different worlds had different magic or power axioms - I wouldn't go that far. 

I would like to revise some of these (especially a few i used AI on and regret) - maybe Planet Psychon on drivethrough for its 10th anniversary. Current projects on Patreon include Anuranomicon, Chagrinspire Vol4, EMO rulebook updates, Ethyria and project X.

So you can dig through my old posts and patreon for these.
If anything gets interest i might take it up again.
I will be running either Auldwood or a Maritime campaign 2026

Stone Age Sorcery - like cave people, but really it's post-apocalypse
Ancient Exilon - Bronze Age civilisations
Exile Island & Shadelport - a horrible city on a wild, dungeon-filled island
Auldwood - a decayed forest kingdom is coming to life
Anglersland - a forbidden island isolated by a demented fish god who eats ships and whales
Scarford Reef - islands, undersea kingdoms and vast ruined civilisations deep in the earth
Chgrinspire - exploring a wasteland after the apocalypse and an 18km tall gigadungeon
Planet Psychon - a far future fantasy in a world under constant automated reconstruction
Broken Hill - a more traditional gonzo post-apocalypse setting in outback australia
EXOCOM - special force kill teams vs the dungeon dimension 

Exocom and my homebrew were the first things that got me back into D&D, and some people asked me to run stuff, so i wrote a retroclone while bedridden from memory. I'm still writing the homebrew after 13 years. EXOCOM had within it dungeon zones, and once thought I'd do a book on my 12 dungeon zones (which i have revised). Most zones ended up as books, and I've moved goalposts over the years. Id rather crank out stuff lots than refine and edit stuff as much as it needs. EXOCOM whas why I started d100 tables to define genre and settings.

Stone Age Sorcery and Ancient Exilon are in my settings past

Shadelport is part of Exile Island.

Anglersland and Scarford reef are in straits between Exile Island and the continent, where Chagrinspire, Auldwood, and Sour Hill are.

Planet Psychon is a separate thing, and Broken Hill uses lots of the same content but a bit more straight - it can be a zone on Planet Psychon or its own thing. I have a proto psychon setting somewhere.

Xor is a living cosmvore that can interact with other planes (hmmm, Krynn looks tasty) and make them more awesomely oldschool with fleshy mutant apocalypse

My EXO-COM special forces vs the dungeon dimension. The dimension might be part of hell or like Xor eating and contaminating other worlds. EXO-COM teams might turn up in some fantasy world 

Incomplete large projects not compiled or finished
-roadwar 2000 dark future setting - lots of this. I found BRP better than gaslands
-spiral path: a replayable escape from hell source book and possibly a solo aid or DMless

I will try to republish more comps from some of my rare stuff.
A large amount of my work has bootlegs available, so I dont feel precious about keeping old versions available

Stone Age Sorcery
The world is in recovery from an apocalypse after an aeon of darkness and dark magic.
Two civilisations based on wizards arose and were destroyed (Necromancers & Elementalists)
Humans are a minority and re-learning the basics of fire, stone and bone craft

I ran this a few years ago to Level 20 and even used some of Janell's work for TSR. It was a lot of fun and lots of good content for this in the book.

Players are explorers who discover new technology and culture for their comunities

d12 Stoneage Sorcery Rumours
1 Ancient glaciers are melting, and lowland floods are driving people to the frozen lands 
2 Remnants of a sunless & sinister age of magic are everywhere and are forbidden
3 Last of the great beasts and many strange humanlike peoples competed with humans
4 Humans are struggling to survive, and an aeon away from being as common
5 Heroes discover new skills and knowledge, and bring the benefits to the tribe
6 Heroes meet strange new people and might shun, join or fight them
7 Heroes fight mighty beasts and explore shunned places too dangerous for normal people
8 Heroes leave a legacy of descendants into the future of the tribe
9 Spirits worship is commonplace, with the shaman being the premier magician school
10 Wizards and literacy are shunned due to the sunless age and various fiendish magicians who copied the forbidden lore of old and had to be destroyed
11 The sunless age called on powers of the outer void, and some of these beings are imprisoned, dead or dormant now
12 Beastmen and monsters serving evil gods ruined the world in the sunless time, and humans who used their knowledge became evil spell users and tyrants

Ancient Exilon 
Bronze Age city-states and emerging mighty empires dominate civilisation
Each city is dedicated to god, and the empires are forming pantheons for unity
Remnants of pre-humans and the previous ages are buried everywhere

Players explore ancient ruins and fight monsters. Bring glory to your clan and city and nation and work your way into nobility

I ran this a few years ago, but also ran RQ3 Babylon for 4+ groups for about 10 years. This ran with the d&d style superheroism. I regret only getting to about 12th level but they did help wipe out Necromancers and made a strong alliance so it was a comfortable game to run. I might do it again, but it involves travel to an Egyptian-like location.

d12 Ancient Exilon World Rumours
1 Mighty empires and coalitions of city-states are always at war with someone
2 Each city has a favoured god and perhaps some of their kin as allies form a small pantheon. Empires, metropolises and coalitions might intermarry gods and make pantheons 
3 The age of Exilon is thousands of years old, and ruins are everywhere. Bronze still dominates iron and the only steel salls from the stars
4 Beyond the frontier are barbarians and hidden non-humans who resent the ascendancy of humanity
5 Heroes fight for glory for their family, city, their gods and their rulers
6 Heroes fight frontier barbarians and monsters for the common folk to  live in peace
7 Heroes make great works to preserve their name's legacy in future generations
8 Heroes  fight for the gods by slaying ancient blasphemous cults and monsters
9 Ancient evils from before the flood are still ruling city-states, Death Templars, Elemental Templars and Dragon Templars. Are they nearly finished or planning a return
10 Barbarians conquer soft cities, then in three generations become new soft targets. Barbarians come to tolerate luxury, writing, and non tribal magic
11 Gods send monsters and demons to torment the wicked, devils are doing their job, but demons, daemons and elementals might serve them as mercenaries
12 Gods curse the wicked, then later use heroes to end the curses, usually through violence

Exile Island & Shadelport
World's oldest city of vice, piracy and corruption, ruled by the Immortal Baron
Old city has prehuman ruins, sealed prehistoric wizard towers, and idols of monster kings
The rural frontier is crawling in cults, secret dungeons and remnants of ancient people

Players are refugee adventurers out for money in the ancient ruins of the wilderness or the world's most horrible city.

This was my default setting I have been writing here for since 2012 when i got back into gaming while sick and I wrote my own retro clone from memory while bedridden. The Eflmaids & Octopi (EMO) world and retroclone. Many of my other settings are a part of this or connect with this. It is made to be, in part, a comment on D&D tropes and some more Wikipedia faerie lore and mytholgy. Influenced by Origional Dragon Warriors RPG books, Fighting Fantasy and UK grim fantasy. Plus lots of filthy history, especially from London.

d12 Exile Island World 
Rumours
1 The world's greatest pirate city is built on older prehuman ruins. There are sealed towers and things in sewers over ten thousand years old from the sunless age
2 The Baron never removes his helmet and has ruled for over 800 years. His secret police may spy on or tax adventurers
3 Most of the Island is wilderness and occupied by non-humans, giants, trolls and worse. Under the island are layers of dungeons dating back to the earliest years of creation
4 The city is a sprawling haven of homeless murderers, mutant gangs and cults
5 Heroes start poor and might be exiles or refugees from the continent or other lands
6 Heroes can explore ancient ruins, strange wilderness or vast seas of mysterious islands
7 Heroes gain fame and glory, business opportunities in Shadelport are limitless
8 Heroes have a region of villages to explore with long-settled colonies from lands of the continent. There are secrets and vice everywhere, but some villages are horrific
9 Planar and faerie beings and ruins dedicated to them are all over the island
10 Petty gods are only uncommon, and you can meet them on the road, in villages or in the city or in dungeons. There are immortals, too and shapeshifting changelings and beings hidden among folk
11 The city before humans was part of a global and planar slave trade that lasted an aeon. They say prehistoric wizards still dwell in sealed ancient towers
12 Hidden in the structures of city walls, sewers, bridges, and the oldest buildings are hidden chambers and dungeons.  

Auldwood
Knights control every village territory, roam the roads and challenge strangers at crossings
The dark forest is haunted by elves and spirits and wild sylvan people, so never go alone
Strange customs, curses and monsters are commonplace for the woodland peoples

Players explore the woods, meeting strange knights, faerie folk and witchcraft

This setting was made to include all of my Threefold land and Auldwood 3folds series and a book (which i will redo as it used AI and the novelty of that is dead to me now). It's for more spooky forest horror + Arthurian knight and faerie tale stuff.

d12 Auldwood World Rumours
1
 Villagers are isolated and underpopulated, some abandoned to the woods and wilds 
2 Decades of war has depopulated regions, and the population has plunged until now
3 Places isolated for decades have become open again to travellers and merchants
4 Beware taking the wild trails of animals or faerie beings of the well-trodden paths
5 Haunted crossings are shunned by night as spirits, and some prehuman roam such places
6 Faerie folk can be heard dancing or singing or celebrating but shun the urge to see them
7 Faerie offering to be your lovers are best shunned as they enslave foolish mortals
8 During the hard times, some villages did not survive and are now haunted ruins now 
9 During the hard times, cults thrived in isolation, and the church lost contact 
10 Beware if you hunt or travel the Auldwood for its inhabitants have many odd laws
11 Beware of goblins selling strange succulent fruits or operating their weird night markets 
12 Auldwood will not let you just plunder its treasures; it will take from you in kind from your soul

Anglerslund
An island isolated by a fish god that keeps residents backwards and ignorant
An island haunted and cursed, mist-shrouded and crawling with strange secrets
Villages all have their own unholy taints and strange customs

Players explore this isolated island and find fortune or even escape

This was for a zine i did for a year on my Patreon, a self-contained island between two of my other setting land masses. It is next to Scarford Reef Islands too so it is part of a huge chokepoint for marine trade, menaced by pirates mostly. It was a fun project and id like to run it through properly one day. It was a companion to a marine theme book i did.

d12 Anglersund Rumours
1 Sometimes the fish god is busy trying to get a beacon so traders can come and go briefly
2 Weather of the terror straits strands many ships here, and locals are cannibals and wreckers
3 Fishfolk have their hidden signs everywhere on the island, and secret hybrid cults
4 The isolated, inbred noble families are all mad and decadent and best avoided
5 The island is occupied by cultists, cutthroats and witches 
6 The mists bring monsters, from the black waters or hidden places, so stay on roads
7 The fish god is a hungry, idiotic thing circling the island, eating ships, whales and rocks
8 Many treasure ships have been sunk near here, and they say some can be found here
9 Many who were shipwrecked here never escape, but the mugglers might help for money
10 The population must be dwindling as ruined and haunted buildings are everywhere
11 The church has lost contact with this island, so the people are cut off from salvation
12 All kinds of scum and pirates wind up here and manage to survive the hellish place

Scarford Reef
A chain of islands in a notorious reef with bad weather and strange, isolated islands
Secret caves connect the islands and the mainland undewr the strait
In ages past, the gods buried the remnants of the age of darkness under mountains

Explore the islands, find the secret tunnel routes and underground civilisations

This was for a project, Tenkars Landing on G+ years ago. As it has been quite a while now, i put it into my campaign and it could probably have a book. Elements like the citadels influenced Chagrinspire. The islands vary in how safe they are but the underland is vast and multilayered. All the files used to create this were lost on a computer, and the drives were lost. I have text but not the map files with layers.

d12 Scarford Reef Rumours
1 Countless ships are swept her yearly and most are destroyed on the reef
2 Smugglers and secret societies use the underground routes beneathe the sea
3 An Amazon citadel from ancient times survives here from the age of Exilon
4 Some of the isolated villages are strange but some are cannibal cultists
5 Sea monsters, storms and savage teefs make the strait shunned by sea travellers
6 All the islands had lighthouses once but only one still operates; the rest are lost ruins
7 Shipwrecks are everywhere but so are giant squid and fishy fiends of all sorts
8 Several islands are brilliant green pastures with quaint wind swept cottages
The seas here have several kingdoms of faerie sea folk who are waging war
10 Many civilisations of underground dwellers have died out under the islands and seafloor
11 In the deep, orcs live in citadels of the monster kings, in a great cavern under the sea
12 In strangely lit caverns in the deep, there are secret kingdoms of witches

Chagrinspire
An 18km high tower was built by a gnome cult to uncreate all reality to end suffering
A vast battlefield wasteland surrounds the tower, full of curses and remnants of war
The apocalypse war, where every nation and faction on earth waged war on the tower

Players explore the ancient battlefields of an apocalypse to recover fragments of their arcane technology and knowledge of the Black Sphere

This was to be a super over the top world to outshine mere megadungeons and mere grimdark settings. Its a vast gigadungeon. Some elements of this appeared in Scarford Reef and Psychon. Psychon we generated a few memorable decopunk locations and players didnt want to leave. This happened a few times. I did a bunch of ww1 for call of cthulhu too and this was folden into the mix too. Metropolis + Gammaworld?

d12 Chagrinspire World Rumours
1 The pre-apocalypse decopunk civilisation exploited the world with airships and machines
2  The apocolypse nearly happened, and the allies saved all existence
3 In the war, Chagrinspire captured and killed some gods, and the rest fled the world
4 Vast rings of walls, trenches and hill fort lines surround the tower,s crawling with undead
5 No-mans-land between the Allied and Chagrinspire trenches is cursed and polluted
6 Somehow, scavenger guilds live in the wastes ,but some are tainted mutants 
7 Small farm villages somehow survive by strange crops and huge mud hogs
8 There are ancient tunnels where machines used to carry travellers underneath the wastes
9 Chagrinspire used to plunder exotic goods and materials from across the world
10 Many machines and automatons of the ancients were actually free-willed golems 
11 The ancients grew millions of abhumans, orcs and human clone copies for the war
12 Some say there are strange bunkers or upper floors of Chagrinspire still active

Planet Psychon
In a far-forgotten future, machine gods rearange the world at will for their own reasons
Animals, plants, minerals, atmosphere and people all come in 12 sacred colours
The ancient ruins of old earth do exist but mostly fakes made by the gods

Inspired by art of Roger Dean, pre ww2 pulp sf like Flash Gordon, Heavy Metal magazine, Prog rock and Gammaworld. i wanted to play gammaworld and D&D. Anomylous Subsurface Environment was good. I was happy to see a few ppl suggested it as a MCC setting as the book of that game implied setting more than had one. Players enjoyed it and utterly strange things happened. We had a mutant class and a robot class and a few Tako characters. An artist came to a 4th lv game and offered to draw characters and he couldnt. The characters were so brain-breakingly freakish. I demonstrated you could just run D&D with Gamma World elements as if it was a sourcebook.

d12 Psychon World 
Rumours
The old world and its peoples have been rewritten so many times that history is meaningless
The gods may form ancient ruins with new lost languages of non-existent civilisations
The machine gods terraform the world constantly, recycling any life in the way
Time or space travellers on Psychon are transformed and wildly mutated
The world is divided into hexes, each a local experiment subject to change   
6 Hexes are divided by geography, but all kinds of other perils stop hex cross-contamination
7 History, your memories and bodies are playthings for the gods to recycle as they will
8 Wildly different levels of technology exist from stone to superscience
9 The various humanoid species were once human or created as labourers or soldiers
10 Magic is all the will of the gods, and spell users interface with magic in differnt ways
11 Mutant and cyborg beings are commonplace among people, wild animals and plants
12 Machine intelligences vary from ancient worker robots and vehicles to godlike powers

Wizards upload their spells from their source into their augmented brains, and casting them deletes the spells as the wizard's brain is damaged from shock when casting them
Sorcerers have spells configured in their nervous systems and brains, and access energy through their patron power (by ritual or bloodline)
Priests have a crystal implant that channels the power of their god through them as miracles
Druids are infused with nanites and biological material from their divinities

Broken Hill
After atomic, biological, chemical and psychotronic weapons, this old town still thrives
In the ruins of this ancient Australian mining town, is a thriving marketplace town
Years' worth of ruins are still untouched, and there are many sealed bunker complexes

Explore the ruins and establish a safe home and strategic alliances

A more gritty post apoc well more like a traditional gammaworld setting. I did enjoy Beaver island Bunker setting but wanted to do my australian setting. Was lots of fun and a regular back up game. One of my better books and enough art and content for a second book. I should try and merge with my roadwar game.

d12 Broken Hill Rumours
The warlord keeps squdrons of cars and armed maniacs to maintain order
2 North of the city is a famous raider cult centre where the warlords of the waste meet
3 There are famous trade roads to Radlaide, Smogbourne and Sin City 
4 Before the end times, many rich bunkers were built in the region with government aid
5 Canetoads comandos are creeping in from the north, more every year as we get wetter
6 Giant bugs, lizards and rodents are crawling in the ruins, but many unique mutants thrive
7 There are mutants, robots and gangs in the ruins, and combat is commonplace 
8 If you shelter under the warlords domain, he may insist on trade for your best weapons
9 There is a huge market in an ancient hardware store with traders from the whole continent
10 They say their are intact bunkers of ancients, people will be keen rob them if found
11 Individual AI have manipulated their bunkers into dangerous doomsday cults 
12 The hills are riddled in mines and tunnels with subterranean mutant cannibals

Xor the living Land of Flesh
A living, hungry world that devours and digests other worlds, survivors live as parasites
Tribal people live off the land and make tools from it, if harvested the wrong way Xor reacts
Strange beings live on and inside Xor, even lost civilisations or demonic infections

Survive as strangers in a strange land, possibly as a survivor or their world now inside Xor

Xor was an attempt to make a weird setting with strange hazards and asthetics. Probably a few comics have done ideas like this but also Jonah and the Whale or depictions of people living inside or on sea monsters. Xor could be used to start a strange surprise setting or an  adventure to stop Xor or a way of rebooting some boring world.

d12 Xor Rumours
1 Xor has a vast digestive tract where wolds are digested and some inhabitants survive
2 Creatures of Xor tend to be hairless but forest of hair grows on some of Xor's surface
3 Xor opens a small portal first and sends its spoor through to infect new worlds to eat
4 People live on the surface of Xor and have adapted to life as vermin 
5 Some people have managed to grow plants on Xor
6 If you overharvest the flesh of Xor, antibodies will grow to protect Xor
7 Some wizards of Xor graft flesh and new body parts to heal the sick, bald and toothless
8 Animals that adapt to Xor become meat eaters or graze on hair and shed skin
9 Strange explorers from other worlds come here to explore or harvest free meat 
10 Demons seek to form invasion gate points on infected and diseased areas of Xor
11 All kinds of strange magic items are commonplace on Xor made of meat or grown
12 the animus id a non-material presence of Xor that observes invaders and enemies of Xor

EXO-COM 
Secret bases around the world send special combat teams into a vast dungeon dimension
At first it was science and then profitable, then incursions outside the gate have began
The soldiers in the forward base are also quarantined as the dungeon changes people

Players are soldiers or specialist experts sent on missions to explore and contact xenos through the gate

So this was my take on Long Stairs and F*ing Fantasy Vietnam and Into the Jungle that got me back into D&D. I ran this at cons and was my first character funnel type game. Id happily run this for a while and have increasing outside the gate missions. Tomb of Horrors vs SAS

d12 EXOCOM Rumours
1 F
orward base is also quarantined as the dungeon changes people who stay too long
2 Teams record finding lures for traps seemingly from their own thoughts & longings
3 Some lost soldiers go native in the dungeon and change to adapt, gaining paranormal abilities
3 Orcs and goblins constantly wage war on our positions, mines and machine guns work so far
4 Some sort of paranormal intelligence directs dungeon forces
5 Look out for possibly friendly Xeno's who seem to also be trapped in the dungeon
6 Regions of the dungeon appear as wildly different dungeon zones with own ecologies 
7 Report any suspicious activity on base as some xenos specialise in infiltration
8 If xeno corpses cannot be transported, samples and field dissections are encouraged
9 Treasure found helps fund Exocom and provide valuable information
10 Physical contact with Xenos is best avoided; personnel have birth control implants
11 Some monsters and humanoids have paranormal abilities they refer to as magic
12 Information of the dungeon ecology and architecture helps international cooperation

Players start 4 zero level characters
can be soldier or specialists (doctor, scientist, film crew)

After time one each becomes 1st level character and your surviving zeroes become followers



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.