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Saturday, 1 November 2025

Dolmenwood part1: Best OSR thing ever?
























Im having a break from Patreon for a bit or charging for a while. Will be by updates on Ethyria book (another dungeon level and some other recent add ons) and a Chagrinspire book 4 this year. There is a post about that on my Patreon. I might be willing to work with a publisher. Basically my health has been poor and ive quit my studies. I am quite comfortable housing wise so better than i was 5 years ago starting my Patreon that kept me in gaming.

So my KS arrived for this and its the best campaign I've ever signed on for. Though I still like that Midderlands/Glenn Seal stuff tends to be very quick. All my outstanding KS books of last 2 years arrived. I was considering stopping them but this one has renewed my faith a bit. Possibly the MCC game was my least favourite for lacking lore and a campaign but did have awesome illustrations and did listen to complaints early on. 

So for my basic outlay, i got a dicebag (amazing quality and will be my standard - embroidered mushrooms and tough cloth. 4 large hardbacks 4 small adventures and a cloth map. So Im glad the money they raised went to tangible rewards. 

I did follow the odd Doomwood zines and campaign play vids and saw PDFs but the physical works are amazing.

The paper stock is thick and glossy. High quality stuff.

The fonts are a good size, I can read without glasses vs whole games, I can no longer read even with glasses

My only slight grievances is that the digital embossing on logos looks more digital than the artwork, and the blocks of text dont have ragged text that I find more readable. Possibly, some of the magic abilities have inconsistent duration/usage entries. 

Overall, it is an amazing five out of 4 stars, and I will cover the map and players' book here.  

The Map Book - over 50 pages no numbers
The map book flipping through, even knowing nothing of the setting, is inspiring stuff. It's also playable and a good size tp be usable. You can see the maps and learn about the setting, and even get ideas you can use. It begs lots of good questions. It is exhaustive but not overwhelming like say the 2 vol Glorantha hardback, which is the greatest game atlas ever. The forest hex maps are high-quality and detailed. The urban maps remind me of 70s children's book art and look like they would be wonderful printed on cloth. They are a bit more abstract illustrations than some players might be used to but have an in-world feel and are utilitarian. The cloth map is very high quality like flag cloth and quite crisp.

The Players Book - 192 pages
Probably one of the best players books for any game and one of the best retroclones. All the information sections are mostly on a single spread. Mostly it is very clear and detailed and not grinding axes telling us how to game properly like some other retroclones. It starts with a simple intro to the setting, 

Mechanics-wise wise its a trad older style retro clone on the simpler end on the spectrum. It still bothers with xp and saving throws I find a bit wasteful but I guess some ppl love them (i prefer stat-based saves and less scores on the sheet in some areas). Several systems in the game I have used in my own clone and good to see. I prefer it to OSE & shadowdark.  Creation notes and examples are good. It has BX style alignment, which still makes me scream inside as a Moorcock fan and prefer AD&D system. But at least alignment comes up here and is used in the game classes and spells. It has lots of options built in like choices of encumbrance systems.

Languages well resolved in the setting. The species are pretty amazing. Humans get a xp bonus. The non humans are al refreshing and weird. Elves are nightmarish. The distinction between mortal and faerie species are great and more resolved than my own ideas on this. Possibly RQ has made me a bit suspicious of goat folk but the Breggles are great. Moss folk, goblin folk and cat folk are more interesting than i thought. Every species gets a spread of background tables. 

The classes are good. Some of the abilities only give a +1, which i find a bit petty. The bard is fine and great for roleplaying scenarios and urban areas or trickery. I do like that the cleric is linked to a specific church and every spell has a description of a saint responsible. They have specific tenets lacking in most games. There are some optional orders providing bonuses much simpler than modern subclasses.

Friars are similar to clerics but less hp, less armour but better at survival and using the herbs buit into the setting. They are a bit less hierarchical and get an AC bonus that increases. They get a spell at 1st lv too. Enchanters get a detect magic skill, fairy magic and glamours which are more like powers than spells. They are also resistant to divine beneficial spells like healing. Its a very different magic systems than spell. Fighters are one of the least boring BX clone versions with 8 fighting style options. There are also knights and hunters. As the game has detailed camping and foraging rules the hunter and friar will stand out. Magicians are typical but have a detect magic skill and a list of starting books, which is great.  Theif is a more BX affair (no skill %). Low HP and a slightly nerfed Backstab. 

Magic is pretty interesting with the enchanter and other fairy abilities, and the Mossling knacks. Spreads on equiptment, armour, weapons, horses, hounds, lodgings, food, weird beverages, pipeleaf, fungi, herbs, specialists and retainers are all super conveniant. Spreads on game procedures like camping could be used in many games. You could steal plenty here to enhance other games. I suspect there are no grappling rules but might be wrong.

If you wanted to use the setting with OSE rules the species are on a older book which would work fine and you probably could use many features of this players book for a hybrid game. A final section includes noble houses, calender, moon signs and random gifts, Religion and versions of the species as class variants that I quite like for a more BX type game. Mosslings have a bit of text on fungal symbiosis power that might be uncommon or forgotten and I wish had more than cosmetic examples. I guess you could hijack medicinal fungal powers but the monstr book I think has only one fungi monster (the book has 5 but articles talk about 4 as slimes). 

Monster Book - 128 pages
Wonderfulbook not just of stats but lots of tables to use them, gossip, npc adventurers of various levels for npcs, other npcs, and normal animals. Inside covers have lots of encounter and other tables for quick reference. Each monster has 3 or so tables to generate traits and encounters. Its a good monster book with some unfamiliar and weird creatures.

Some Final Thoughts
There is lots to borrow and steal for other OSR games. Lots would fit in my own upcoming woodlands + faerie + knights setting, which I will revise in 26 and replace all the art. Recent Midderlands stuff would probably work here fine. I will discuss the huge fat campagn book detailing hexes and 4 adventures later. Overall, it has one of the better faierie are creeps games ever done but still made them playable. Very inspiring stuff. Its been a good few KS campaigns come in recently. So much so I dont know anything coming out in the next year I want. Im sure that wont last. Big thanks the the game creators and local distro aetherworks (I think i know 2 staff). Only a few weird old rpg books I really want now, except gods of the forbidden north vol 3. Im sure comics or Cthulhu will tempt my wallet. The simplicity of this game is refreshing vs the ridiculous complexity and slowness of D&D5. It definitely ranks in the high top 10 of my favorite gaming settings. Im sure it will influence me.

 


Wednesday, 29 October 2025

Mazes & Monsters



Dolemwood arrived - best ks ive ever done. Amazing.
RPG has several rules ive  used a while.

A greek mythic maze is a type of dungeon that mostly suck to run or play
Everyone knows just stay left trick it's like dungeon 101 basics.
What looks good on paper just doesn't run that way
You cant just give them a printed maze puzzle to doodle on?

Making a Mythic Labyrinth
These are cursed places 

1 Timers & Purpose
Use a printed map + a timer then every corner or intersection, roll some maze content, then cover the map until the maze problem is resolved. Puzzles and hazards slow players, so timed threats increase.

d12 Why Go In This Maze
1 Someone was thrown in or foolishly entered and needs a rescue
2 Monsters from within menace the countryside
3 A relic is inside, is needed by someone
4 Locals sacrifice victims to the labyrinth
5 Corrupt nobles throw in victims for sport
6 A noble offers a reward for anyone who can end the curse
7 A church offers healing and resurrection credit to those who end the curse
8 A cult worships maze and kidnaps victim,s to throw inside
9 A magician wants someone to end the maze master d4 1=want masters remains 2=wants a relic 3=wants to take over 4=wants to study it without personal risk
10 The dark powers made the labyrinth are also your enemies who have done you wrong
11 A god offers to reveal a secret to the mortals who stop the labyrinth's curse
12
 The existence of the maze is a curse on the land; if it ended, prosperity would return

d12 Why Build a Magic Murder Maze
1 To imprison monstrous god cursed offspring
2 As entertainment for sadists to watch via magic
3 As a form of state execution
4 To imprison a monster when killing it would offend a god
5 As a warning to commoners to behave or go in the maze
6 A tyrant used to throw enemies inside
7 Built by cultists to worship a monster
8 Built as a tomb or treasury to keep away theives
9 Built at command of a god to appease the gods anger
10 Placed to keep a magic relic from civilisation by the gods
11 Ruler was cursed by a god and the palace became a maze
12 Placed here by a god to impede mortal civilisation

d12 Time Factors In The Maze
1 Increasingly dense fog, every ten minutes, turn visibility is reduced until you can barley make out your hand stretched out. Might be toxic too 
save ot take 1hp damage each turn
2 Water level rising and hear rushing water
3 Lights dim in steps until magically dark
4 Vermin swarm encountered every ten minutes (could also be stirges, snakes or other pests)
5 Kobold skirmishers come from secret linked crawlspaces, each turn increases numbers and use worse tricks and tactics up to kobold heroes in goat chariots hurling incendiaries and smoke bombs
6 Every turn a stone wall lowers, sealing path behind the party. If trapped, the core monster gathers all its support to be ready for them and pay prepares traps and barricades
7 Dungeon releases geladinous polygon monster every turn, if more than one exits
8 The maze is full of statues, and every turn, the closest to the party comes to life to fight
9 W
izard summons more monsters the longer it takes to reach them, possibly with an item like a wand of summoning. They might send them into the maze or support the wizard
10
 Undead appear in maze every turn to hunt party, numbers increase or undead types get more powerful skeleton>zombie>shadow>etc
11 The core monster can summon lesser spawn of itself each turn and sends them to defend maze
12 Monster generator artefact buried under the core can teleport monsters around the maze, increasingly dangerous

2 Stocking Your Maze
Roll these as you go or pre-roll a bunch or just pick some stuff in advance
Feel free to alter frequency as required

d12 Maze Mysteries (roll every turn or dead end)
1-2 Basic Trap - mechanical or structural hazard
3 Magic Trap - a magical or supernatural hazard
4 Illusion Trap - distorts reality 
5-6 Decor - curiosities and time wasters
7-8 Item - junk lying about
10 Maze Wonder
 - curiosities and time wasters
11-12 Encounter - monster minions

These could be reskinned for different genres, such as a bio alien maze
Pits might go to a lower level, and sairs would be trapped, but I assume a one-level ordeal

d12 Basic Traps
triggers d4 1=tripline 2=preasure plate 3=baited 4=kobold oberator with spyhole
bait for trap d4 1=food on a gold plate 2=pile of coins 3=large gem 4=ring
trigger hidden by 1=rubble 2=bones 3=dust 4=tiles 5=illusion 6=invisible  
1 Alarm alerts inhabitants of intruders d4 1=rattling chimes 2=bells 3=shattering pots 4=silent but alerts core monsters of location on a panel with bells 
2 Net drops from above or from underneath and hoists to the ceiling
3 Snare traps a foot d4 1=lifts to ceiling 2=damages and holds foot 3=locks foot in mechanism 4=damages and poison
4 Edged attack d4 1=scythe blade 2=pop up spikes 3=spikes + poison 4=hooked spikes
5 Pendulum trap swings hazard into intruders d4 1=axe like blade 2=log on a rope 3=rock on a rope 4=chained spiked huge flail ball 
6 Deadfall drops material from above d6 1=rubble 2=caltrops 3=burning oil incendiary 4=cast iron hand grenaide with burning fuse 5=acid 6=rolling boulder from a shute
7 Projectiles fired 2d3 from concealed holes d6 1=2d3x darts 2=d4x darts + poison 3=d4x crossbow bolts 4=arbelast bolt 5=balistia bolt 6=2d4 stones or one brick
8 Pit d10 1=10 foot deep 2=10 foot deep + lid closes 3=10 deep + spikes 4=10 foot deep + poison spikes 5=10 foot deep with vermin inside 6=10 foot deep with monster inside 20 foot deep + bottom 10 flooded 7=20 foot deep + any of first d6 extras 8=lava pit usually nobody bothers to hide these 9=20 foot deep + slime 10=bottomless or teleporter pad
9 Barrier d4 1=portculis gate drops from above 2=wooden barricade or scafolding defended by monsters 3=stone door blocks escape 4=coridoor rotates sending intruders backwards 5=rotating wall sweeps into another paralell passage
10 Opens a door with angry creature d4 1=bugbears 2=slime or ooze 3=minotaur 4=ogre 5=troll 6=lion 7=automaton 8=giant spiders 9=hellhound 10=hydra  
11 Murder holes in the ceiling where a kobold crew wait, ready to pour death from above via holes or through bars d4 1=boiling oil 2=boiling water 3=burning oil 4=boiling lead
12 Arrow Slits where creatures inside walls can attack through while providing cover d4 1=kobold archers 2=kobolds with spears 3=swarm 4=giant snakes or eels

d12 Magic Traps
triggers d6 1=glowing runes 2=glowing barrier or surface 3=invisible ward 4=poltergiest 5=aliognment 6=carry magic 
1 Magical alarm or magic mouth appears to shout abuse
2 Magic missile will shoot once per round in range, often from an idol or gem
3 Burning hands will shoot from the floor orthe  ceiling with limited uses
4 Shocking grasp on a surface requires refreshing by caster or daily
5 Illusions see below
6 Wards deliver 2 damage per level d4 1=fire 2=cold 3=lightning, 4=necrotic to those who without password and half save
7 Wards deliver spell effect d6 1=cause wounds 2=hold person 3=fear 4=
8 Vapours d4 1=fog 2=sleep gas 3=acid vapour 4=poison gas 5=smoke 6=incendiary cloud
9 Curse d4 1=(-4) one stat 2=
(-4) to hit 3=crirical hit self on roll of "1" 4=cant rest 5=cant read 6=blind 7=mute 8=half Mov
10 Teleporter to elsewhere in the maze or 1in6 a prison
11 Summons a planar being
12 Maze Zone as per the maze spell

d12 Illusions Traps
1 Illusion concealing a basic trap d4 1=treasure 2=wall or floor 3=corpse or 4=wounded 
2 Illusion covers a passage with an illusion wall
3 Illusion bait lure for trap drawn from own mind with ESP
4 Illusion makes a dead end look like it has side passages or is longer
5 Illusion of hazard d4 1=fire wall 2=monster 3=force wall 4=wraith
6 Illusion concealing a monster in hiding, or makes it seem innocent or sexy
7 Illusion covers or bait for a magic trap 
8 Illusion of a trap or secret door to waste time
9 Illusion or coloured gas expanding
10 Illusion  of flood water
11 Illusion of cave in and quake
12
 Illusion of a laughing monster or planar being, or a deity 

d12 Decor
1 Mozaic scene or patterns
2 Fresco painting on the wall of attractive youths and beasts
3 Relief carving of supernatural beings performing a ritual
4 Statue
5 Fountain
6 Shrine or idol
7 Graphitti
8 Blood trail or handprints
9 Rat nest of scrap might have a trinket
10 Rubble and bricks
11 Remains of a gory feast
12 Flayed skin or corpse nailed to the wall

d12 Topics for Artworks
1 Underworld
2 Arcadian meadows
3 Sylvan woodlands
4 Hunting scene
5 Still life of food 
6 Battle scene
7 Monument builders
8 Vassals bringing tributes
9 King punishing prisoners of war
10 Ancient city 
11 Royalty or gods
12 Monsters slaughtering warriors

d12 Items
1 Coins d6 sp
2 Broken trap parts 
Bones all broken
4 S
hredded clothes
5 Spindle of thread
6 Chalk
7 Minotaur dung
8 Partly used torch or broken lamp
9 Several weapons, most broken
10 Broken amphora
11 Pile of skulls
12 Signet ring or tiny carved gem seal

d12 Wonder
1 Magic pool, well or fountain d6 1=heasls 2d4 once a day per person 2=holy water 3=mutastion 4=small elemental 5=slime creature 6=
2 Oracle shrine with a spirit d4 1=answer a y/n question per person daily 2=offers advice but long-winded and vague aphorisms to waste time 3=warns you of destiny 4=tells you a secret about your past
3 Sphynx Shrine asks a riddle and eats losers, but if answered correctly gifts magic item
4 Golem repairing damage or a kobold work crew from a secret crawlspace
5 Spirit shrine of the dungeon spirit that aids with a few spells and warns local inhabitants
6 Living statues guarding the passage
7 Puzzle to waste time with letter tiles in wall or floor, might give a reward to succeed d4 1=translate a text 2=maths problem 3=requires historic or religious lore 4=requires arcane theory
8 Lit by light spells or smokeless ever ever-burning torches attached to walls or glowing bugs
9 Talking idol can control a d3 magic traps
10 Magic item guarded by d4 1=naga 2=chimera 3=dragon 4=shedu
11 Magic Bell or gong with a mallet, each time you hit it 1gp falls out as long as the labyrinth is undefeated. Monsters know where the sound comes from
12 Spirit of a slain explorer tries to give you advice

d12 Encounters
1 Kobolds pour from secret crawlspaces and drains
2 Human 1=escaped victim 2=insane 3=seves the beast of the labyrinthe 4=doppelganger
3 Trapper or lurker pretending to be the wall or the floor
4 Poltergeists hurling rocks and bones
5 Shadows or non-material undead 
6 Minotaurs
7 Giant scorpion or spider
8 Doppelganger or lycanthrope
9 Living statue
10
 Mimic in the form of a treasure or door
11 Scorpion men or centaurs
12 Berserker warriors

3 Rewards of the Maze
Who is in the middle waiting?
Is there a quest item or treasure within?
Decorate the middle with some wonder and artwork to stand out?

d12 Core Maze Master
1 Enhanced minotaur
2 Cyclops

3 Nymph
4 Wizard or sorcerer
5 Bronze gpolem

6
 Medusa or Lamia
Gorgon Bull or Cateoblas
8
 Hydra or Naga
9
 Major spirit
10
 Elemental being
11
 Angel, demon, erinyes or planar being
12
 Petty godling

d12 Core Feature
1 Sarcophagus of an ancient ruler (monster's parent?)
2 Blood fountain that heals evil people, a d4 once per day, holy water destroys it
3 Mozaic tiles on the floor and walls depict mythic events of the maze's origins
4 Execution block for slaying captives and butchering them (may require a minotaur servant if no hands for the boss monster)
5 Dark pit into the deep with a metal grate, some older evil dwells below? 
6 An object like an urn with a bound creature within, if broken the creature obeys one order, the boss monster may use if in trouble and smart enough. It might be broken in battle
7 Monsterous offspring aid the parent and if not stopped, will spread the labyrinthine influence
8 A magic pool or mirror lets the maze master monster see anywhere in the maze and to direct minions 
9 Living statues 2-4 who protect the maze master
10 Portal to another maze or a maze dimension that restocks labyrinths
11 Magic nullification circle of magical writing
12 Cage with favorite captives inside d4 1=fanatic servants of monster boss pretend to be unhappy prisoners 2=wealthy noble youths will offer rewards for rescue 3=commoners thrown in maze to feed monsters 4=cursed prisoner cannot leave until maze monster dies and has important lost lore 

4 Finishing & Fog of War
Select your map and get to work decorating it 
Put a piece of paper over the top and a scalpel or cut out where players go for fog of war or trace map for them as they go. Layers on an art program can do the same. If ppl dont mark the way they come or take notes, they should lose the map behind them and be vulnerable to accidental backtracking.

d12 Final Tricks
1 A spirit in the dungeon d4 1=removes marks and messes behind intruders 2=controls traps 3=warns local monsters 4=whispers crfeepy things to intruders 5=blows out torches and lamps 6=all of the above
2 Everyone who dies in the maze, has souls are trapped as spectral figures wandering the maze 1=mute try to communicate for help 2=sobbing and follow intruders 3=gives a warning and vanishes 4=will aid fallen adventurer and halt bleeding or drag a body 5=moan loudly looking horrible 6=can attack
3 The boss monster at core when killed d4 1=creates a spectacular geyser of blood pours from air vents and covers the floor 2=see spectral spirits of all who died sigh in relief and depart the mortal world thanking their saviours 3=heavenly being appears to congratulate you 4=body crumbles into carbon revealing corpse of a cursed human within
4 An evil altar at the core can be used by inhabitants to d4 1=make a corpse undead with a ritual 2=summon a planar being or elemental, 3=commune with an evil being 4=grants spells to boss monster
5 Maze has lots of locked doors to be extra confusing and wastes time
6 When the core monster is killed building shakes and rubble begins to fall with a limited time to loot and escape
7 Magic locked cabinet holds an important lost relic
8 Statue in the centre is a living idol from an evil plane aids the labyrinth monsters and supports its power over the labyrinth. If the idol remains, it may resurrect the maze master and possibly gives them aid like spell effects
9 The labyrinth gate won't let you out, a magical lock for any trying to exit, but outsiders can come in. Some might have living statue guards that attack those escaping
10 When the cursed monster is killed, the artworks change from dark-themed to more holy subjects 
11 Bronze Cauldron ever full of monster food (rotting meat), with a monstrous face. Its a portal to the underworld if you crawl inside to a river of corpse parts 
12 Slaying the monster offends a god and the killers are struck with an ancient curse for 7 generations and need a quest to remove the divine trolling. God sends a wrathful vision to inform all of their fate

Wednesday, 22 October 2025

magic Scabbards



You need scabbards and not just cheap ones


d12 Scabbard type
1 Knife
2-4 Dagger 
5-7 Shortsword
8-11 Sword, half for less common types
12 Two-handed sword

use a d6 for more bronze age or d8 for iron age

d12 Minor Magic Scabbards
1 Sharpens and cleans the blade held inside 1in6 cleans the wielder also when the sword is returned
2 Blade kept inside burns with +d4 fire damage as a torch for the first round drawn
3 Heals 1hp 3x per day, automatically activates to halt bleeding if unconscious
4 Feather fall 3x per day
5 Protection +1 as per a ring
6 Guards from non-magic unarmed attacks of mortal humans and animals, -1 per dice
7 Guards from edged non-magic weapon damage, -1 damage per dice
8 Sword stored inside is immune to rust, heat or cold inside the scabbard or for 10 minutes outside
9 Detect Traps once per day, range 1 for 10 minutes when weapon drawn
10 Detect Enemies once per day, range 1 for 10 minutes when the weapon is drawn
11 Night Vision for 10 minutes when drawn
12 Sings an inspiring battle hym when drawn, making the user immune to fear and lights up like a lamp for a total of ten minutes per day when drawn, making stealth tricky

Some special scabards will have 2 or 3 of these effects

d12 Major Magic Scabbards
1 Heals d4hp 3x per day 1in6 heals 2d4hp
2 Protection from non-magic missile weapons 1in6 +2AC vs all missiles
3 Blade kept in here for one hour is so sharp has +3 damage the first blow, 1in6 requires only ten minutes to sharpen  
4 Firetongue Scabbard the weapon when drawn burns for +d4 damage and lights as a torch when drawn, 1in6 casts burning hands 3x a day
5 Scabbard of Might +2 Strength 1in6 can throw d6 half bricks as easily as a normal stone 
6 Invisible Scabbard more common on shortswords and daggers but while blade inside the weapon and scabbard are invisible, 1in6 cast invisibility x1 per day
7 Quickdraw Scabbard allows the weapon to instantly teleport into the hand which might help surprise or respond to surprise on better terms. 1in6 also cast dimension door 2x a week
8 Haste Scabbard wielder is affected as a haste spell, the first round the weapon is drawn once in any ten-minute period. 1in6 cast haste once per week 
9 Earth Scabbard +2AC & Save vs earth elemental creatures or spells, -1 damage per dice from such creatures, spells, stone weapons, rocks or falling onto earth or stone damage 1in6 protect vs petrification  
10 Fire Scabbard +2AC & Save vs fire elemental creatures or spells, -1 damage per dice from such creatures, spells, burning weapons or fire damage 1in6 immune to non-magic fire 
11 Sea Scabbard +2AC & Save vs water elemental creatures or spells, -1 damage per dice from such creatures, spells, ice or cold damage 1in6 breath water 
12 Sky Scabbard +2AC & Save vs air elemental creatures or spells, -1 damage per dice from such creatures, spells, wind or lightning damage 1in6 featherfall

Some special scabbards will have extra fx on a d6

d12 Cursed Scabbards
1 Vampires Scabard every time you draw a blade, it must take at least 1hp blood, +1 on the first enemy, but if no enemy is cut within ten minutes, it takes 1hp of blood from the wielder
2 Berserker Scabbard makes the wearer immune to fear, but when a weapon is wielded, they become berserk and will fight until nobody is standing 
3 Fear Scabbard provides +1 AC but in any combat, the wielder must save vs fear or flee for a d4 rounds. The wielder also must save vs fear if any attempt to remove the scabbard is made
4 Fire Scabbard provides +1 save vs fire but if a weapon is drawn, the wielder bursts into flame for a d4 damage per round while holding their weapon
5 Sticky Scabbard provides wielder with immunity to bleeding which seems good but any weapon drawn from it takes ten minutes to remove from your hand which can be inconveniant. A friend, a bottle of vinegar and a brush can half the time to remove the weapon. The scabbard sticks to the wearer also 
6 Swift Scabbard seems to make swords draw as fast as a skilled quickdraw expert but if they ever roll a 1 to hit they decapitate themself and the scabbard and the sword becomes a cursed evil magic sword (+1 for evil weilders -2 non evil, one save to be able to give up the weapon otherwise, need remove curse)
7 Scabbard of Wonder looks fabulous with silver skull designs; any sword in it seems to be cleaned and improved and lighter if stored in it. Destroys any sword placed in it and replaces with an illusion that seems believable until you hit someone with it, then the wielder can save otherwise, they are convinced the phantom sword is better and committed to its use. When they save succeed, the illusion ends. Others, seeing the illusion, pointing it out won't be believed once weilder failed to resist a save
8 Scabbard of Burning seems to make the wielder stronger +1 but if they draw a weapon from it it explodes as a 12d6 fireball targeted on the wielder
9 Scabbard of the owl, gives you night vision but every time you draw a weapon you save or be turned into an owl. Possibly for the rest of your life  
10 Ice Scabbard - while worn take half damage from cold, when a weapon is drawn save or frozen into a solid block of magic heat resistant ice
11 Scabbard of Wounding causes +1 damage on a weapon, when you put it back in the scabbard, you run yourself through for double damage by "accident"
12 Sword or Harm gives the wearer +3HP but but wearer needs to save vs illusions to see how much damage they really have taken, while wearing all wounds seem just scratches

Cursed item benefits are obvious and impressive


Monday, 20 October 2025

Pesky Divine Meddling




































We now have a Oldschool scene in my city with lunch meetups and a second minicon called Gazzacon I'm running Goat Quest for. I'm tempted to set up an overflow game as we had lots of ppl turned away in bookings full, then ppl booked didn't come, so maybe I could make an event to use overbooking ppl who can drop in games. It's good for the DMs to get to play too. 

As I'm running Theros and the gods are in your face more all the time i thought a quick table for some divine input. I'm still going through what are some of the most detailed d&d gods, except it didn't give all the cleric stuff for them. I think a cleric book with all domain subclasses would help character choice and world-building.

So all kinds of games can have jerk gods messing with players.
I do like in Theros, any god can be a friend or foe, and enemy gods will cooperate at times. 

In my games, divination is better than 5th ed, and players spend days checking up a dungeon first, which I like. Maybe a spell for a spirit to gather gossip would work for lazy rumour gathering. Large churches in cities have monasteries where everyone casts divinations daily, with priests asking questions in exhaustive studies using computational logic. Well, lawful churches do. Lots of D&D5 spells as a player, I won't use them because they were so bad vs versions I know, while Command now includes undead.

The Theros omen table is fantastic, as are lots of the other god tables (this book + Dyson map temples of every cult got me into d&d5).

Bronze age religion is poorly done in most games and poor set and nergal were very popular gods demonised by other people. They are not nice gods you want to like you and you want them to help you mess up your enemies. Not every naughty god is satanic in style and many still part of an orderly cosmos like demons. Will be having a stab at Exilon Gods again soonish now i have a system I am satisfied. RQ3 did a good job of domains. The problem of the 2nd ed splatbook on making religions is that it was quite involved in describing for a campaign while RQ had a paragraph and a small stat block. Oddly enough, I play retro D&D now because monster statblocks were smaller and less prep, but RQ3 sometimes did modular gods better.

At least gods are like parents who meddle and disaprove of lots of stuff and have an idea of your destiny thats good for you even if you dont agree. 

Also if you have more friendly divination, maybe the god drops some unwanted personal advice. 

d12 Those Meddling Gods Omens
1 An animal omen - odd colour or behaviour gives some lesson or message
2 Weather omen - clouds or other strange sky phenomena
3 Feast Omen - image seen in fire or food, food seems to rot or have worms or has a face for a moment
4 Plant omens - something grows into a shape or holy herb seen in odd place
Light - lighting or sunlight or unusual lights seen, something seem holy and blessed 
6 Sounds - thundercrack, whispers, shouting voice, cry for help or seems familiar, baby cry
7 Found art - find an image of a god or something that just looks like a god
8 Witing - find note in your pocket or burning letters on stone 
Shadows - make something look gloomy, sinister & nightmarish, see shadow move or silhouette of something moving or eyes in darkness
10 Dream omens - with symbols or signs of the god or some other world, perhaps a possible prophecy
11 Star omens - strange stars, constellations seems to move, unusual colours
12 Living art - a statue, relief art, ship prow or painting that seems to come to life for a moment to wink or even talk

Most omens should be petty and subtle enough to almost miss or interpret
Obvious omens are when the god really wants to be obvious
Blatant manifestations are for when the god is really nailing a point home with a personal command or unsolicited advice

d12 Petty Paternal God Messages
1 I dont like your outfit
2 Are you eating properly? 
3
 You should proselytise more 
4 Have you maintained your arms and armour properly?
5 Evaluate your life decisions d4 1=love life, 2=money 3=
I'm watching you all the time, so make some effort to look good
7 Keep an eye on that rival cult for me
8 Visit a shrine or temple for me
9 I would like a sacrifice for a holy day
10 I would like a new shrine or idol
11 I hope you're stirring up and taunting our religious rivals
12 I hope you're hunting the wicked cults and heretic sects enough

d12 Serious Stuff Divine Missions
1 Aid a holy person in need of support
2 Recover 
a holy relic, like scriptures or an icon
Relocate a holy relic like a saint's hand or an idol
4 Heal these faithful worshipers in need
5 Recruit this almost-ready person into our faith
6 Write a scripture or make devotional art with divine guidance
7 Stop an outlaw spell caster from using spells on your church followers
8 Provide a funeral and protect the burial site with blessings
9 Espouse and punish a heretic within our church
10 Exterminate a forbidden cult for me
11 Exorcise evil spirits haunting a building or wild place
12 Locate an unholy menace hidden in a community

d12 Omens of Divine Displeasure
1 Howling winds
2 Clouds darken the sky
3 Rumbling storm clouds
4 Spooky small animal-like crow or cat or bat or rat, gives dirty looks and vocalises
5 Spooky, more dangerous animals, like a jackal or vulture, give dirty looks and vocalises
6 Flock or swarm or school of many animals, possibly vocalising loudly
7 Lightning bolt blasts something in the path
8 Crack in rock, damaging a building or dislodging rocks
9 Stinking miasma makes everyone gag
10 Curse spell requires removal or atonement
11 Sends a demon or devil to punish the wicked or just give a fright
12 Greater curse spell affects generations unless removed or atoned

Use lower dice for more mild stuff or a lower dice with a plus to control the range, as worse results tend to be higher numbers

d12 Manifestations
1 Mysterious cloud with a face
2 Booming voice from nowhere
3 Face appears in stone
4 Column of fire
5 Shaft of light
6 Face appears in flock or swarm or school of many animals
7 Appears as an attractive specimen of an animal
8 In disguise as an elderly, poor person
9 Appears as an attractive mortal with occupation apropriate
10 Appear as a noble with an entourage demanding the right of way
11 Appears as a magician, like a priest, druid or wizard
12 A monster d4 1=dragon 2=titan 3=elemental being 4=angel demon or planar being

If a god in disguise, it is a test to see if you have manners or treat strangers well.

d12 Evil Manifestations
1 Blood drips from a corpse or a living being and forms writing
2 Face of a figure forms in the shadows
3 Wound or burn in flesh is a symbol
4 A crack in the ground releases vapours that cause hallucinations
5 Evil animal glares at you and mutters abuse ot threats
6 Own face in reflection gives an angry glare with strange eyes
7 Possession for a round screams abuse from the evil one once a day
8 Minor mutation, possibly temporary at first 
9 Sewerage forms a humanoid form or face
10 Swarming vermin form a humanoid figure or face
11 Smokey choking vapour from a stinking foul humanoid figure or face
12 Stinking miasmas cause vomiting, which forms a creature or face or spreads a disease, causing hallucinations of an evil power

Sunday, 19 October 2025

TSR Marvel for Holidays - Spy Fi Silver Age UK




































Holiday superhero game for 25/26 holiday season
Party co-gm with a friend

ppl say this game didn't have a character gen system, and it always had multiple.
Every campaign i make a new pc gen system
my FB elfmaids page has a pdf doc of my last campaign, but the talents, contacts option lists all usable here

TSR Marvel + Homebrew
-Almost no Marvel Universe content, though I do like Dire Wraiths in Rom and used them
-Added a charisma stat in 80s as popularity didn't cut it in mostly plainclothes spy campaigns
-We use most of the rules and added a list of options ive documented here plenty
-We added some meditations and martial arts talents and expanded contacts slightly
-Normally, i give powers too, but in this use options will get you a power
-slot is a Good power inborn and hard to mess with (psionics or regeneration), Excellent will ie for cyborg or sumbiote that can be messed with by an expert and Remarkable for a weapon or a power suit but they can be nobbled or taken off you or disarmed and in this genre enemies will mess with powers

old version here
https://drive.google.com/file/d/1zzmEY8ZW2uKDoQ2LG1nIyRYqYe8IkNvp/view?usp=sharing

silver age 60s + spyfi action weird investigations
-sequel to out golden age ww2 and 50s coldwar games
-Avengers, Saint, The Baron, Man/Girl from Uncle, Prisoner, Danger Man, Department S, New Avengers, The Champions, Adam Adamant, 60s-70s Dr Who UNIT, Mission Impossible, UFO, Captain Scarlet, SHEILD Comics, Bond Films, Captain Scarlet, Joe90, etc. Unusually, we will lift lots of orgs from genre  media
-60s brit comics like Kelly's Eye, Robot Archie, Iron Man, The Steel Claw, The Spider, The Invisible Man, Adam Eterno, Smokeman UFO Agent, heck ill add doomlord even though its 1980s
-Venture bros might have covered some of the same territory genre-wise

Talents, contacts and options are in the pdf character book on fb group docs

Attributes
7x Excellent
1x Good

among

FIGHTING AGILITY STRENGTH ENDURANCE
CHARISMA REASON INTUITION PSYCHE

8 talents
4 contacts
4 options

Tropes & Options Modded To Campaign
-Contacts can be used for sidekicks, which are commonplace in the genre
-Option spent on a sidekick will be a Gd agent with 4 talents
-Base option (Good) can have ten contemporary rooms (normal vehichle or expert could be rooms) or (poor) base 4 above normal technologies. You might need a slot to disguise your base
-Everyone should have a cool gimmick car with a name. 
Pick a model of car to suit your personality. Vintage and sport concept cars are common for the genre, or a Mini or Volkswagen
-Option spent on a car would be more like FAB1 in Thunderbirds, which flies and has cannons or James Bond's new gadget car every game

My Character is based on an old comic and is made to be able to seem normal but has some weird stuff like skeletonising normal people in a few rounds.

B Man
FBI Agent Rex Carter
"Im full of alien bees!"

FIGHTING Ex(20)
AGILITY Ex
(20)
STRENGTH Gd
(10) 
ENDURANCE Ex(20)
CHARISMA Ex (20)
REASON Ex
(20)
INTUITION Ex
(20)
PSYCHE Ex(20)

Health 70
Karma 80
Pop 10
Rs Gd

Talents
Law Enforcement +1 handgun +contact
Espionage 
+contact
Astronaut
 +contact 
Drive
Escapology
Demolitions (nuclear munitions experience)
Martial Arts +1 unnamed attack, +5 damage

Contact
FBI (from talent)
Sidekick Penny Perkins, Brit MI5 liaison
Nuclear arsenal general Kane Forester 
CIA agent Brett Cooper 
(from talent)
Queen of Venusian Bee Women, Quin-Nar
NASA Scientist Bethany Morton 
 (from talent)
HIVE (from option)

Options
Utility Belt (Ex) contemporary things
-pistol, smg, shotgun, bazooka, flamethrower, grenades, flashlight, camera, handcuffs, bugs,
-tracker, bugs, transistor radio (for bug, tracker and a radio), bulletproof vest, gas mask
-riot shield, spacesuit, diving suit, demolitions pack, gieger counter
Secret Base
-Penthouse, van garage, armoury, Black & Yellow Corvette garage, Boat,  
-Radio Room, Forensics Lab, Crime Computer, Helicopter pad, 
Crime Lab,
Alien Bee Colony Symbiote Excellent (20)
-Alien bees live in the  body and can swarm out as a construct
-vulnerable to smoke or fire, later to get regeneration and area fx swarm
HIVE is a secret society of superhuman technologists with links to the rich and politicians
-Supply money or advanced technology, or expertise on superhuman tech
-They are possibly dodgy and require watching for breaking Superhuman Test treaty bans

Oragin
Test Astronaut Rex Carter was lost in space but was found alive on Earth. But now his body is somehow animated by a colony of alien bees and he can release swarms of alien Bees. Now he works publicly as FBI liaison to UNIT UK because of his alien experience.

He infiltrated HIVE to monitor it and remained to keep an eye on it. 



UNIT from DrWho


SHADOW from UFO


No2 from the Prisoner

Adam Adamant


The Champions, mild supehumans from Nemesis
 

Steed & Peel from the Ministry

Thursday, 16 October 2025

Some detail on local Islands around Ethyria



Players started asking questions....

Triton Island
Where fishermen of the Village Psaras who trade with Tritons say this barley exposed rocky reef of an island is visited by tritons. Sometimes they help local sailors and sometimes there are problems between them but it doesnt last. Villagers trade foods and gold to the sea folk in retirn for pearls, shells and art objects of the tritons. Humans and Tritons share rituals to the Sea Godess. The island is a hazard to ships by night and in low tide some visit to catch octopi and crabs and sea sponges. They leave gifts for the Tritons. Its about 2km long.

Maiden Island
This rocky 60 yard outcrop has a hidden entry for ships and a stone warf and a serpant decorated entrance to within. A cult of blindfolded women lives here, and they are known to pay for maidens to join them in service to their mysterious underworld goddess. They apparently deal with pirates and slavers and buy women to join their cult.

Vasilla - the Amazon Island
The Amazons here are a colony, and they have lost contact with their home polis long ago. They used to be parthenogenic, but without their homeland's magic, they now take husbands who care for their households while the women train at sports and war. Visitors sometimes come with foolish intentions and bring trouble. Some stay with the Amazons. They were here long before the colony of Kastro was made and they proved to be friendly and seeking husbands. All the ridable or chariot-drawn horses come from here.  Mostly, the Amazons stay here, but wherever they go, they often stir up controversy. It's over 3km wide with forest, hills and grasslands. Their polis is quite old and long past its glory days, having suffered from earthquakes and some mudslides. Their temple and courthouse are in the Archaic style.

Frostskull
A fog-shrouded moving iceberg shaped like a skull inhabited by giants and dragons. Recently, cunning adventurers stole giant treasures from their barracks and while battling a bedbug and they were showered in giant blood and gained miraculous abilities. Arcane magicians coming close say they hear whispers.

Kréas
A long, thin, 4-mile-long island home to wild savages who are cannibals. Sailors always avoid this island, visible from the mainland. Some sailors have had narrow escapes from here.
 
Hydra Rock
A gargantuan Hydra left here from the war between the gods and Titans. It is a shipping hazard, especially in bad weather. The Amazons used to know how to placate it long ago. 

Palas Island
A small polis here was settled at the same time as Kastro. They are ruled by a dynasty of royalty who live in a palace and are canny traders and crafters. 5x4 mile island with forest and rocky hilltops. Have ancient mines and rock sanctuaries controlled by royalty and the priest. They seem hospitable and familiar but many visitors have had conflict from strange customs. They are said to have a great treasure house of gold and fabulous treasures.

Peiratís Island 
A long, thin 4-mile island with some hills and bushes with grazing goats. Pirates come here for business they won't do in civilised places. Crude shacks and a wharf have been seen.

Aipos
A long, thin 4-mile leg-shaped island with a small polis colonised at the same time as Kastro. They are ruled by a dynasty and love war, and are boastful. They have a fighting arena instead of sports fields or a theatre. Their slaves are mistreated prisoners of war. They will trade, but many visitors end up dying in the arena or a tavern brawl. Even their women and children are trained to fight and practice violence on their slaves.

Pyramida Island
A steep 45-degree slope to a hilltop with some caves, cliffs and goats. Hairy goat legged goblins live here but some ancient human bones and archaic pottery have been found here and there may be some ruins or buried treasure. Evidence of shipwrecks but nobody survives here. 
A small 2x1-mile island that sailors avoid.

Dentro Island
A small rocky hilly island under a mile across, the a huge olive tree on the peak. Someone must have planted trees long ago, and there is some rubble and foundations to be seen. Goats roam, and some come to hunt and gather olives. Some gatherers vanish, and some say there may be perhaps a hidden wild man or monster.

The Pillar
A rocky island, surrounded by cliffs where millions of birds live. There are many caves but some are flooded at high tide. Some say bird folk lived here once people say. The rocky dangerous shores are scattered with wrecked ships and visible ruins. A great rocky 8 story pillar facing the labyrinth has lights visible from cave windows. A god cursed immortal Triton king rules from here and has driven away other clans who now live as pirates and barbarians.

Méli

Island of the Bee people who mine gold and make honey with their giant bee workers. They are hostile and let nobody inside their hive polis. Their mead is famous but rare as they seldom trade.

Katsíka
An island of humble goat herding villagers troubled by owl witches and other creatures from a marshy ruin. Locals are famous slingers, every citizen trains daily.

Távros
A hostile archaic citadel on a a steep hilly island with a flat rocky citadel on top. People here worship the giant gods and the bloody minotaur god. Their speach and script is ancient and difficult to communicate with them. They are highly warlike and live to plunder and sacrifice and enslave. They took the island from a more ancient, peaceful people. Most never escape here. They have poor ship building skills thankfully most think, but in fact they are cursed.

Erimiá
A tiny islands of springs and woodlands ruled by a council of nymphs and dryads, serverd by satyrs and centaurs. The various sacred springs have magic properties either guarded by monsters or nymphs who will give quests to gain permission to use the pools. Crystals and weird mists are reported by travellers.

Talos
An island of rocky hills and a polis famed for its bronze statues, living constructs and alchemy. The immortal despot king Manos encourages learning and magic to defend the island. The king has been known to throw overly curious visitors into his fabulous, magical prison for sport. 

----------


Some extra island tables

Expanding on these:
https://elfmaidsandoctopi.blogspot.com/2025/05/hexcrawling-for-ethyria-pt-4-d100.html

d12 Tiny Islands (rocks and islets not on maps under 100m)
1 Reef island, partly hidden by high tide and caves, is flooded. Maybe there are tunnels all through the reef 
2 Rocky outcrop surrounded by submerged rocks, with d4-1 shipwrecks
3 Rocky pillars stand stories above the sea, even in storms, d6 similar pillars as wide as a barn, 1in chance of a visible ruin. Some might have some vegetation or bird nests
4 Guano Island, where marine birds breed covered in whit bird poop, fishbones, and seasonally covered in sea birds. Some come to gather guano or hunt birds
5 Tiny island surrounded by cliffs with some vegetation and structure visible, but no visible way of accessing the land without a dangerous climb is visible or a safe approach through the rocks
6 Tiny island with hills, scrub and grass, 1in4 has some kind of ruin and/or graves
7 Rocky outcrop with dangerous reefs, but a hidden cave or cove with a beach makes an excellent hidden place to dock. Island riddles in caves, cliffs and canyons
8 Tiny island with ancient cyclopean and drystone walls and towers, might be haunted or used by people as a home or for some other purpose 
9 Small, mostly lifeless island has erupted in past and may contain a vent, boiling mud pools, burning gas, tar pits or hot springs. Lizards, turtles and crabs and perhaps some elemental beings live here
10 Thickly forested, scrubby rock island is hard for large vessels to get close to, has animal life but anything could hide here
11 Dry stony, rocky outcrop, difficult to reach in any vessel
12 Some gentle hills and green pasture and a d6-1 trees

d12 Who lives on a tiny island
1 Goats 1in4 with some shepherds 
2 Hermit cave or rock shelter d6 inhabitants
3 Stranded from a shipwreck or stranded by pirates d12 people
4 Loner lives here and hates outsiders out to get them, might try deception or a trap
5 Pirates camp here to enjoy their booty and make repairs
6 Visitors camp sometimes to hunt or gather wild food
Farming or coastal fishing cottages d6 with turf roofs
8 Hostile tribe hillfort with warriors in archaic-style weapons and armour
9 Someone wanting privacy with guards has occupied a ruin
10 Wild folk live in caves or crude huts who hate civilised peoples
11 Various wild animals and a nature spirit or other spirit
12 Lair of a dangerous monster

d12 Medeum Islands (up to a km across)
1 Rocky, long, thin island with reefs
2 Rounding island with hills and grass, and some rocky outcroppings and cliffs
3 Oval-shaped island with Rocky hills and grass with caves and some forest patches
4 Island shaped like a body part with rocky hills, forest and grasslands
5 Crinkly coast lozenge-shaped with many sheltered places to land or hide
6 Crescent-shaped shaped formerly a volcanic crater that exploded when the gods were at war, has a sheltered bay and some rocky scrubland. 1in4 have some blasted ancient ruins
7 Shaped like two merged circles with grassy hills and some rocky outcrops 
8 Oval-shaped with thick forest and some cliffs limiting landings
9 Steep rocky hills with limited safe landings on a long thin island 
10 Rocky plateau rises from sea with a hidden landing. The sheltered interior has forests, vaves and some grasslands
11 Pointy jagged rocky outcrop on an oval-shaped island, seems intimidating and barren from distance with hard to find landing or impossible for ships but ok for small boats 
12 Eroded stone on irregular odd shaped island (pick a body part or creature). Same sandy beaches to land on and their are trees and scrub in the sheltered interior 

d12 Who lives on a medium island
1 Roll on tiny islands table a d3 times
2
 Well stocked with animal life, including boar, deer and goats
3 Pirates have a well-established base here for a d3 ships
4 A d4 shack used seasonally for some resource like a mine or fishing or herds
5 A dangerous clan living in shacks or caves. Cannibals, cultists, bandits and wreckers
6 Small village of 3d4 buildings with d4 1=crops 2=herds 3=fishing 4=hunting 
Small village of non-human people live here in secret 1in6 may be d3 mixed species
8 Hunting lodge of some wild folk who come here for ordeals with monsters
9 Manour house or palace for d4 1=magician 2=petty god 3=rich noble 4=cursed supernatural being 
10 A fortified citadel complex highly secure location surrounded by cliffs
11 Fortified stockade or hill fort with 3d4 buildings, often a warband of some kind
12 Island is occupied by a colony of monsters

d12 Large Islands 
(d6xd6 km across)
1 Steep hills and woodlands, scrub patches
2 Dry and mostly barren islands with rubble, cliffs and some wild rabbits and goats  
3 Half with cliffs and rocky outcrops, scrubby hills, while the other half is forested
4 Island with rocky hills, scrub and some trees and pastures
5 Green hills, ideal pasture and some good farmland
6 Stony island with many rocky outcrops, scrub and cliffs  
Sylvan forests and grasslands 
8 Surrounded by cliffs, mostly with forest on top
9 Barren, steep, rocky island with some scrub and goats
10 Marshy wetlands and some hills in the interior
11 Plains of grass and some rocky outcrops
12 Blasted volcanic island, possibly with a crater harbour and some vegetation

d12 Who lives on a large island
1 Roll on tiny islands a d3 times and small island table a d3 times
2 Rich in animal and marine life
3 Religious colony of hermits
4 Small villages using local resources d4 in number with 1in6 are non human
5 A fortified human polis in a secure location 1in6 are non-human
6 Two rival polis are feuding
7 Two people with a d4 villages each in rivalry
8 Related villages, but one has been occupied by other people
9 Colony and wild people in wilds resisting them
10 Colony assimilated with the island folk
11 Non-human polis or several villages
12 Monster lair or colony

d12 Mystery Island Ruins
Large ruined cyclopen walls and foundation stones
2 Roofless temple ruin with rows of columns
3 Crude cyclopean tower with surrounding building foundations
4 Caves to the underworld
5 Ruins of a palace destroyed by an earthquake or fire
6 Ruined coastal fort or citadel
7 Remains of an abandoned village, possibly haunted
8 Statues or monoliths all over the island
9 Ancient tombs and a graveyard
10 Hill barrow tombs
11 Stone mousoleum tomb sealed and warded with magic and guardians
12 Multiple shipwrecks d6+1

d12 Exotic Island Wonders
1 Blessed spring d4 1=nymph 2=healing 3=holy 4=guarded by snake
2 Sacred tree d4 1=nymph 2=shrine 3=was a mythic person 4=grew from a relic
3 Crack releasing vapours that give visions
4 Cave to the underworld
5 Active temples visited by pilgrims
6 Remains of petrified monsters, giants and trees are buried everywhere
7 Village of cursed people who cannot leave due to offending some divinity
8 Battlefield of ancients or gods
9 Broken remains of a colossus or skeleton of a sea monster or titan
10 Cursed petty immortal trapped here by the gods as punishment
11 Famous monster lair placed by the gods to guard something
12 Famous spirit or semi divine magician rules the estate with pets and servitors

d12 Government
1 Tyrant seized power by force, possibly elected in a crisis as a temporary
2 Warlords conquered people by force and disliked them
3 Miserly monarch manages local debts, appointed from the wealthy by the wealthy
4 Hero voted monarch for saving the community from a monster or enemy 
5 Currently leaderless d4 1=still debating 2=faction fued 3=assassinated 4=chaos
6 Monarch appointed by the patron religion of the people
7 Philosopher monarch elected by an assembly of great thinkers 
8 Hereditary monarch with random alignment
9 Monarch chosen to distribute pleasure to the good and pain to the wicked
10 Voting land owners assemble to elect a monarch
11 Assembly of elders appoint a leader in a crisis like war
12 Benevolent despot rules with majority mob support

d12 Local Problems
1 Monster lair preys on livestock
2 Intelligent monster kidnapper
3 Pirates raid and demand tribute
4 Faction promotes civil war or coup
5 Slaves rebelled and ran wild
6 Non-human monster warriors demand tribute
7 Ruling family tragedy threatens rule
8 Witches or cultists have a hidden lair
9 Multi-generational curse awaits heroes to end it
10 Insane noble family of plotters
11 Monsters sent to punish people by god
12 Offended a god and seek to appease them

d12 Local Secrets
1 Serial murderer kills at least monthly in a bizarre manner
2 The local monster was wronged by the local people
3 Cursed relic causes mischief
4 Sylvan wildfolk kidnap humans
5 Cult among noble families
6 Cursed labyrinths under the island
7 Mischievous hairy goblins yearly come from the underworld for pranks
8 Wonderous location of a mythic event (often footprints in stone)
9 Shapeshifters among people
10 Talking animals in the wild
11 A Stranger who arrived from sea and assimilated is not what they seem
12 Cyclops or sphynx know some divine secret they keep

d12 Island Non Humans
1 Cyclopsians (reskinned orcs)
2 Tritonian fish folk
3 Lion beast folk
4 Reptilian beast folk (snake or lizard)
5 Boar beast folk
6 Wolf or dog beast folk
7 Satyrs
8 Centaurs
9 Dryads or nymphs
10 Giant kin of some kind
11 Minotaurs
12 Goat beast folk

d12 Famous Monsters
1 Griffons
2 Giant serpents guard something
3 Hellhound or other monster canine
Owl witches or selkie
5 Ghosts or other non-corporeal dead
6 Harpies
7 Sphynx
8 Chimera
9 Hydra
10 Hag and her monstrous entourage or children
11 Naga (can shapeshift from sea serpent to humanoid)
12 Dragon

Monday, 13 October 2025

Interior notes for the Chagrinspire Gigadungeon






















Amended 15th - more ladders and vents

Most living floors have 5 huge domes and multiple sub and over service levels. There are other secret, smaller habitats between domes. So far, players have found a prehistoric living gnome city in the deep by train, but have yet to find levels in Chagrinspire occupied by bustling arcane decopunk gnome civilisation.

This is a bunch of oddments for inter-level or inter-dome travel

Habitat sections often have checkpoints or solid barriers or secret passages to wild areas
Feral areas powered transit may be powerless, shut down and locked

Small species like gnomes can double their occupation in vehicles or a living space
They can squeeze in more for longer than humans could cope

d12 Keys
1 Apartment
2 Workplace
3 Lavatory
4 Vehichle
5 Janitorial
6 Locker

7 Toolbox

8
 Elevator
9
 Service door
10
 Section Gate
11 Security master key
12 Teleporter key

d12 keys limits limited
1 Only one level
2-3 Only one lv to one other
4-6 Lv 1-5
7-9 Lv 6-10
10-11 Lv 11-15
12 Above Lv 15

d12 Intersection Best Local Transit Choices
1
 Walkway or scooter track, may be elevated over buildings in dome
2 Escalators or Stairs, may be elevated over buildings in dome
Elevators or ladder shaft 
4 Trolleyway for scooters, golf carts and gnome buggies, possibly with trailers
d4 1=cargo 2=tools 3=passengers 4=machinery
Roadway for autogolem cars, vans, trucks, buses. May be elevated over buildings in dome
6 Canal barges, mostly for freight, but some have crews or passengers to waterworks
7 Cable car or monorail, pass through upper domes
8 Light rail trams or trolley cars, drive in streets or through tunnels to workplaces
9 Automated freight rail some for trunks or full size golem trains
10 Railway station may be elevated above streets 
11 Light aircraft with tunnels connecting domes and outside and huge hangers 
12 Teleporter pad for VIP to important places

There are also dumbwaiters, pneumatic message tube systems, telegrams and telephones (and videophones for the elite with huge B&W tube screens. So messages and possibly some transport for very tiny people. Some shafts have emergency parachutes for gnomes. Secret doors are common for secret police and maintenance.

d12 Elevator Types
1 Dumbwaiter for goods or 2 crouched gnomes
2 Industrial 
manlift, a conveyor belt with box to stand in continually moving
2 Personal elevator, round or square column with glass or cage
3 Small elevator with folding cage door for 4-6 persons
4 Small 
elevator with sliding metal doors for 4-6 persons
Small elevator with folding cage door for 8 persons
6
 Medeum elevator with sliding metal doors for 8 persons
Glass elevator for 4-6 persons with visible superstructure and sweeping views inside domes
8 Glass elevator for 12 with visible superstructure and sweeping views inside domes
Freight elevator with pull-down gate for 12 persons or several trollies or a forklift
10 
Freight elevator with pull-down gate for 12 persons or an automobile
11 Heavy-duty freight elevator fits 20 workers or 
two typical goods trucks
12 Industrial elevator for 100 workers or 4 large trucks or buses or a train carriage

Some industrial ones might rise up at an angle of even 45 degrees

d12 Elevator Hazards in Abandoned Areas
1 Locked
2 Door seized up
3 Shaft blocked by debris
4 Power cut from the inside shaft
5 Car no longer held up safely and may fall
6 Panel damaged needs repairs to work blind
7 Flickering lighting or goes out when moving
8 Rattles and shudders
9 Drops a few floors, might stop between levels
10 In use by humanoids currently
11 Monsters lair in a car or a shaft (trapdoor in the roof might be open)
12 Drops into a secret police station or prison

d12 Elevator Enemies in Abandoned Areas
1 Adventurers
2 Ghouls
3 Undead soldiers
4 Kobold scavengers
5 Gnome looter explorer
6 Mutant scavengers
7 Abhuman beast folk barbarians 
8 Doppelgangers
9 Spectral operator in uniform
10 Clone human or orc soldiers
11 Automaton or Death guarf flesh golem
12 Gnome soldiers or police death squad

d12 Elevators Denizens in Populated Areas
1 Operator, gnome or human clone in uniform
2 Working gnomes in uniform with tools or lunchboxes
3 Gnomes in nice clothes shopping
4 Gnome manager with enterprise
5 Automatons, often servants like nannies or butlers
6 Gnome administrators with briefcases and newspapers
7 Children with a teacher on an excursion
8 Cleaners with trollies
Delivery d4 1=telegram 2=food 3=parcel 4=letters 
10 Gang of delinquents who sass other passengers
11
 Magicians on the way to a conference or project
12 Secret police squad 
 or soldiers with fighting automatons

d12 Elevator Horrors That Lair in Elevator
1 Swarm or giant rats
2 Swarm or giant bugs
3
 Giant Spider or scorpion
4 Swarm or giant bats
5
 Giant crab
6 Rust monster
7 Bear-owl or hook hand 
8 Mummy or wraith or wight
9
 Cave fisher or Mi-Go
10 Mimic or shoggoth
11 Elemental
12 Demon or devil

d12 Nearest Ladders
1 Handholds in wall for rungs up to a service hatch
2 Service hatch in ceiling with pull down sliding metal ladder
3 Ladder to access storage or shelves that slides along wall often wood & brass
4 Folding ladder for service staff locked in recess in wall for lightbulb & vent checks
5 Folding step ladder for reaching storage llockers in a wall recess
6 Fire escape ladder to upper or lower sub level, ladder slides out when hatch opened
7 Door into elevator shaft with ladder going up and down accessing many hatches
Door into cramped tube with metal ladder to upper or lower service levels under 20m
9 Door into cramped tube with metal ladder to upper or lower sub level d4x 50m
10 Door into cramped tube with metal ladder to upper or lower levels over d4 x1km
11 Ladder to access magical locked panel for secret police surveilance device or agent acess to in between walls
12 Mechanical Ladder just hold on and it carries you up a level through a shaft, most in pairs for both directions, often passengers can use to access service floors and infrastructure spaces through here. May be turned off in abandoned area

d12 Nearest Vent or Service Hatch
1 Mesh grill over air vent crawlspace in wall or ceiling
2 Mesh grill over air vent with fans over crawlspace in wall or ceiling
3 Floor or ceiling circular hatch with ladder to maintinance level
4 Square floor hatch into sub service tunnel of pipes
5 Rectangular locker on wall with d4 1=firstr aid kit 2=tool box 3=circuit breaker 4=taps & pipes
6 Heavy circular floor plate requires a tool to lift, accesses crawlspace of pipes & cables
7 Heavy triangular floor plate requires a tool to lift, accesses service tunnels under level
8 Heavy rectangular panel in floor to access electrics, phone and telegraph wires
9 Heavy rectangular plate covers entrance to internal mail transit tunnels
10 Panel in wall used to acess crawlspace in between walls with pipes and electrical conduits
11 Locked Iris valve door on floor, unlocking sets off alarm and opens a fire escape pod or tube for sliding to escape
12 Mithril square panel locked by spells, acesses magical power conduit tunnels which could be crawled in but intermitant pulses of raw magic, elemental power or alchemical solutions which would be fatal to be caught in. WIth study you can feel preasure waves and hear pulses coming

d12 Rooftops
1 Watertower for fire control
2 Plant room for elevator or air conditioning
3 Bat House
4 Sheds for a mushroom garden
5 Hermit shack
6 Smoke stack
7 Stairwell
8 Advertisement billboard or neon sign
9 Monster pen
10 Magical antenna tower
11 Landing pad for a flyer
12 Secret police observation post or sniper hide

d12 Mega structures Between Domes
1 Plant for water with huge water pipes and possibly canals  or air
2 Plant for air with huge vents and shafts, bad air sent coreward
3 Factory or industrial facility
4 Refinery for alchemical materials
5 Apartments for workers
6 Shopping mall
7 Stadium
8 School
9 Fungus garden
10 
Menagerie of exotic creatures for alchemy and magic
11 Thinktank bunker for magic research
12 Secret Police bunker ot prison

d12 Black Lab Thinktank Bunker Projects
1
 Necromancy - undead research and interrogation
2 Summoning - summon and bindings to make magic machines
3 Automaton & golems
4 Arcane spell research
5 Wizard School
6 Mentalist School
7 Druidic school for monster breeding
8 Clone factory makes d4 1=orcs 2=humans 3=abhumans 4=death guard flesh golems
9 Potion factory
10 Divination centre
11
 Temple complex to exploit a god of the outer darkness
12 God prison for magical power generation

d20 Advertisements
1 Lotus Cigarettes
2 Marshweed Pipe Tobacco
3 Acorn Cola
4 Alchemists gruel in a can
5 Beauty marks (stick-on warts and moles)
6 Hair removal creame
7 Mushrooms!
8
 Mushroom Beer or Grog
9
 Gloom Gum, takes away the pain of living
10 Cripy Fungi Flakes keep your bowels clean
11 Negamite yeast extract spread with added salt
12 Blacks' Stodge is good for you, so eat it
13 Black Sphere World News, we make the news
14 The world won't destroy itself, it needs your help!
15 Safety is something we consider
16 Beware 
peace talkers who want compromise
17 Stay Calm! Take your pills!
18 Beware enemy spies!
19 Join the black sphere war ministry
20 Nullism is Eternal Peace

Posters, stickers, vehichle signage, neon lights, billboards all possible