Wednesday, 18 February 2026

Barking Alien Challenge day19: Must See Sights & 6-room mini Goblin Mine Dungeon





































Petty God Rando Shampuffton has been daring high-level adventurers to see these sights at least from a distance. Then report back for the prize of a book's location with the secret of becoming a demigodhood at 20th level or possibly safer, become petty gods or immortals now. He wont help grey gnomes become divinity until Chagrinspire is destroyed. 

A few have tried and either given up, died, been 
distracted by quests, gained a domain or worse. Some other petty gods will interfere for various contrary reasons. They might be jealous or saving mortals from the limits of true divinity. They might just be jerks or crushing human dreams or gambling on an outcome and cheating.

d12 Must-See Sights at the end of the 3rd Empire
Ranked by ability to see and live to tell the tale.
1 The Sun Pyramids - remnants of the age of exilon in the south east, famous and accessible. You can see from the sea, and the modern inhabitants face invasion from the church of the lunar light. Crusaders from the empire invaded here also 
2 The Sunken City - a shallow sunken city and reef you can sail over with clear waters. Monsters are a peril so best just sail through fast. There are islands ruled by seahags and dragons that live there, and worse. At night, giant sargassum grows from the sea occupied by hellish sea monsters. Somewhere between the main continent and Zorda, summer water is clearest
3 Shadelport - a prehuman city colonised by pirates, some say its the worst city in the world, but it has prehuman ruins within the city, sewers and basements of houses. There is fabulous shopping from across the world and harmless prehuman antiques. The Baron has ruled for 800 years and operates a famous murder maze viewed by wizard magic in several stadiums
4 The western city of Lahn-Lo - once a great trade city to mysterious lands beyond, is now a deadly nomad and ogre-filled wasteland. A great lake moves back and forth over a region, and the buildings follow it so the lake bed and shores have left aeons of ruins back to prehistoric times. With the west beyond cut off the city is a shadow of ancient glory but has many ruins occupied by monsters, some with treasure 
5 Chagrinspire - an 18km tall gigadungeon complex built to destroy the world, visible hundreds of leagues away but tourism is growing now it has new towns
6 The Dragonspawn Pits of Forbidden Island - linked to Tiamat's lair in Hell, best seen from the sea by ship while volcanoes erupt and the dragon migrations begin
 Tlastostok - a legendary city of gold and a vast city of mysterious temples, surrounded by cannibal chaos cults. If these people didn't predate each other, they might attack the colony kingdoms and city-states. Expeditions from these colonies occasionally raid the vassal treasure cities of mysterious Tlastostok 
8 The Great Rift - a wound in the world in the wastes of the central continent where chaos and elementals come to the world, and barbarian humans, beast folk and orcs come here to kill monsters and mutant chaos templars. You can see it from a distance, and there are barbarian towns and a city-sized camp 
9 The Black City - a great stone city of the prehuman oldones in the frozen north, only hardened northmen and adventurers go ashore. There are safer ruins and colonies close by
10 Shabrakahn - the underground City of the secret emperor of the west, source of the world's best drugs for rich people and wizards. Fabled city of vice and nightmares (a remnant of the age of Darkness?)
11 The City of Brass - best seen from a distance, a city from the plane of fire inhabited by elemental peoples, humans will die here in hours, but you can see it shimmering and its tallest towers from over the horizon
12 The Four Directions - see the great glacier of the north, the burning deserts and boiling seas of the south, the great mountains of the west, the great ocean beyond the east that pours into a misty void and putified then falls to the underworld. Apparently their may be elemental cities like the city of brass in these lands. A city of ice in the north, a city of glass in the sea beyond the east, a city of silver in the mountains beyond the west. Your not obligated to see all these cities just the city of brass.

-----------------------
I started running my adventure generated with 5th ed and am running 2 weekly games in a shop with food and uber rides covered, which is nice - hopefully we get more people. 
We had an awful thief, an elf druid and a moron muscle bard. Arrived in town, broke some doors, saw and met a ghost. Found tunnels and a zombie got some scratches and took out the bard so the druid liquified it into a humanoid smear on a wall with a spell. Then they went to the surface and came up in a family home and got to stay for dinner after getting rid of the zombie. Cthulhu tomorrow.

6-Room Dungeon Generator Notes 
This has the basics of generating a 6-room dungeon
https://elfmaidsandoctopi.blogspot.com/2026/02/barking-alien-challenge-day15-what-to.html
Tables for doors and corridors are here

I'm thinking a booklet compiling this project will be more manageable than the project i started on this blog of 12 fat dungeon zone books.

6-room mini Goblin Mine Dungeon
Goblins do build and occupy ruins and modify them, but caves and mines are their preferred homes. Sometimes they incorporate ruins they find or meld caves and tunnels. Sometimes mines are so old that they look more and more like natural tunnels, and edges are smoothed by water and footprints.  

d12 Decor
1 Wooden support beams, bent or crumbling
2 Mining cart and/or tracks
3 Piles of rubble
4 Mushroom growing 1in4 glowing
5 Mining tool d4 1=rope 2=lamp 3=helmet 4=
6 Bird or bat cage
7 Graffiti (abuse or smut) or signs (danger or directions)
8 Mural or relief rock carvings d4 1=goblin heroes 2=martyrs 3=goblin gods 4=monsters
9 Shaft d4 1=up 2=down 3=small airshaft going up or across 4=shaft dropping down to a well
10 tunnel of some burrowing monster that invaed the dungeon
11 Bucket of ore
12 Goblin totems made of rubble, clay and enemies' bones and skin to scare away foes, some figures depicted being tortured or hung upsidedown or impaled

d12 Hazards 
1 Deadfall of rubble save or 2d4
2 Collapsing floor into another tunnel
3 Flammable explosive gas
4 Poison gas or lack of good air
5 Loose rubble or mud on a slope
6 Crossbow with tripline trap
7 Spiderwebs, big ones
8 Rope bridge over d4 1=water 2=chasm 3=monsters 4=lava
9 Rapid-flowing underground river
10 Toxic dust or spores 
11 Colony nest of a swarm of rats or bats 
12 Tight squeeze passage

d12 Wandering Monsters
1 Goblin youths playing 2d4
2 Goblin workers on the way to or from work 2d4. just wanna flee
3 Goblin hunters d4 with goblin dogs 2d4, prefer to shoot and flee
4 Goblin warriors d4+4 looking for intruders
5 Hobgoblins grumps looking to bully someone d4+1 
6 Sneaky bugbear collecting heads on a spree
7 Giant spider goblins feed giant rats to but other species are fair game
8 Giant beetles d4 scavenging, goblin pets or farm animals
9 Swarm or giant bats or rats who goblins feed
10 Carrion worm has a secret lair in the ceiling and eats goblins
11 Kobolds d4+4 bringing a tribute chest of weapons 
12 Thoul on effand for the boss

d12 Static monsters
1 Goblin guards d4+4
2 Goblin workers 2d4 building or repairing
3 Shrieking fungus 1in6 chance of more dangerous fugi
Giant beetles d4, farmed by goblins grazing on scraps
5 Pet rust monster eating some scrap
6 Ogre grinding bone meal 
7 Cages with giant spiders, tripline trap opens
8 Pet owlbear with d4 goblin children
Swarm or giant bats or rats that goblins feed
10 Goblin spell caster and d4 followers 
11 Zombies 4 guards attack non-goblins 
12 Two thouls

d12 Entry way 
1 Guard post with 6 goblin warriors with a barricade
2 Monster guardian trained by goblins like an owlbear
3 Tracks and a mining cart with piles of rubble, 2d4 miners
4 Goblin shrine with a priest and d4 followers
5 Goblin market with 4+d4 stalls  
6 Carved goblin face entrance with burning torches, 2d4 goblins inside
7 Wooden wall with gate and 6 goblin archers
8 Goblin idiots being clowns led by a nilbog, area covered in mess
9 Crude cave mouth and a gang of norkers crafting flint tools
10 Mushroom-infested cave with 2d4 giant crickets grazing (crickets or shrieking fungus can alert inhabitants of intruders)
11 Muddy trails and rubble piles may be d4 workers or a trap
12 Goblin totems and adventurer heads on poles, bloody graffiti,  2d4 goblin warriors working on more

d12 Subrooms 
1 Latrine, might be something living in the pit or a lost item
2 Storage room with shelves and boxes of tools
3 Storage room for preserved foods like pickled centipede eggs and dried fungus
4 Mushroom farm with shelves, compost and tools
5 Giant spider occupied room and some dead goblins
6 Bundles or rope and wooden pulleys
7 Workbench with some broken mine tools
8 Store for lamps, oil, torches and candles
9 Alchemist cupboard with explosives, open flame inside ignites
10 Goblin children hiding d4 or locked inside
11 Cell with prisoner
12 Elevator 

d12 Major room
1 Mine chamber with minecart, tools and pile of ore 2d4 goblins working
2 Barracks where goblins live 2d4 relaxing
3 Tavern where goblins relax 2d4 goblins and possibly some visitors
4 Mess and kitchen with 2d4 goblins cooking and eating
5 Smithy shop where goblins craft and refine minerals, 3d4 goblins working noisily
6 Dam holding back a body of polluted water, might connect to an underground waterway and have boats and fishing gear. Occasionally, a giant cave lobster might crawl out or some goblins here are repairing or fishing
7 Mushroom garden with many edible fungi and possibly grazing bugs or a mushroom person, a d4 goblin farmer is common
8 Goblin family room with elderly and children having quality time, laughing and singing
9 Spell casters' room with magic paraphernalia, owner and d4 followers may be here and some magic potions and rare ingredients
10 Boss room where a leader and family dwell, usually kids and carer here or boss and some friends drinking and boasting
11 Pet room with various monsters in cages. Giant bugs, spiders, bats, rats, lizards or even an owlbear might be kept here
12 Training room with targets and training dummies and exercise stations and 2d4 goblins working out with a hobgoblin coach

d12 Feature room
1 Throne room with leader, six bodyguards and a d4 goblins talking, may also be a diplomat or guest visiting and a thoul or bugbear bodyguard
2 Temple complex with huge goblin god statue and/or many smaller relics, a spellcaster and 2d4 followers will be here, may be zombies or pets also
3 Huge mine chamber with scaffolding, ropes, holes, rubble and 3d4 goblins
4 Ancient ruined shrine of prehuman darkness, an evil relic and a guardian creature like a mimic or trapper. Goblins wary of this place but some curious and will study the inscriptions
5 Prehistoric cave with ancient paintings. Used by goblins for rituals and public gatherings who might be here but mostly its quiet
6 Eldritch machine from long lost age, may have some magic purpose like d4 1=make monsters 2=make magic items 3=makes drugs 4=makes treasure; but requires some special food or require repairs. Goblins will be working on it or operting it
7 Goblin sweatshop where over a dozen goblins work at benches making goods for war or trade
8 Elemental portal where a cult of goblins led by a spell caster worship an element. An elemental beast guardian protects the node
9 Stone circle can be used as a portal to fairyland. May be goblins or a lesser fairy guardian. These goblins may retain links to faerie and even serve elves
10 Hobgoblins chief has taken over and moved in, shrines and totems and other more bloody decorations. A hobgoblin boss and 6 bodyguards, two wolves and a bugbear executioner. The goblins here will be grateful if these bullies are stopped
11 Beast Temple where goblins have a shrine to their chosen beast. A spell caster, 2d4 goblins with bows and animals with nice little houses and beds. Wolf, giant bat or giant rats most popular
12 Demon temple where a spell caster bosses 3d4 goblins in a bloody ritual for a demon. Their will by a stone statue of their patron, carved pillars and a stone altar and ritual paraphernalia. Treasure here is property of their demon lord. May be a minor demon guardian too. If hobgoblin dominate dungeon then this will be dedicated to hell and devils

When i finish this series I will probably add treasure tables and maybe a subplot table for each type...

No comments:

Post a Comment

I love and welcome feedback but not spambots
Good feedback and suggestions inspire me to write more