Showing posts with label Dungeons. Show all posts
Showing posts with label Dungeons. Show all posts

Thursday, 6 April 2023

The Old Imperial Factory (Star Dogs Locale)

Here is a location from a now-abandoned Star Dogs Planet pdf! Though I have left the planet behind I am fond of this room stocking method and will use it again in the future.... 

To generate a room, roll more than once on the following d20 table. Roll until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. Additionally roll on the table to get details about elements of the building as needed (doors, walls, windows, etc). 

You can also use this table if you want a bit of structure to the room stocking: 

  1. Empty 
  2. Humanoid 
  3. Alien beast 
  4. Group of humanoids 
  5. Group of alien beasts 
  6. Huge alien beast 
  7. Powerful humanoid with followers 
  8. Useful resource 
  9. Exotic equipment 
  10. Strangeness 


The A.I Operated Auto factory.

The last factory, falling apart but produces things for planetary population 

An ancient, imperial, A.I operated manufacturing plant. The factory is operable, powered by a spacecraft warpdrive, but the A.I has become corrupted from decades of its systems being hacked and repurposed. Provides practically all of The Tower’s manufactured equipment. 

Room Generation Table: 

  1. Heavy rust
  2. Industrial replicator vats
  3. Gas storage tanks 
  4. Scrap metal 
  5. Smelting ovens 
  6. Sand mounds 
  7. Huge robotic construction arms 
  8. Huge robotic construction hands 
  9. Metallic chutes 
  10. Metallic conveyer belt
  11. Industrial engines 
  12. Massive pipes 
  13. Heavy dust 
  14. Metallic storage crates 
  15. Warped and useless tools 
  16. Warped and useless heavy industrial equipment 
  17. Smoke 
  18. Spindly automated construction bots: 2HD, AC14, Weapon: d6 slicing claw, Desire: Stop any one approaching any productive component of the factory’s manufacturing system.
  19. Spider like automated transport bots: 4HD, AC15, Weapon: d6 slicing claw and d6 nail gun, Desire: Stop any one approaching any productive component of the factory’s manufacturing system.
  20. Ancient A.I access screen with replicator outlet. Can be used to manufacture most basic equipment - but will always produce items that are wrong, and sup optimal, in at least one detail. (shoddy) 

Each room has a 1 in 6 chance of encountering The Mayor. 

Massak, The Mayor: 

Description: Weathered and aging. Dressed in filthy but somehow ornate garb of an industrial worker. Lugs around a massive tome containing decades of notes regarding the factory A.I. 

Behavior: Ever examining the physical and digital systems of factory - cross referencing his giant operations tome. Is protective of The Tower and its inhabitants 

Desire: Perfect his operation of the factory to be able to manufacture additional warp drives. 

4HD, AC13Weapon: d8 Bull Rifle, Special Ability: Knows how to get the factory A.I to produce high quality items.



Monday, 1 November 2021

New POD Book Release! The Kontext Spiel Collection!

 A collection of recently released PDF in a full colour POD edition! 

https://www.lulu.com/en/us/shop/michael-raston/the-kontext-spiel-collection/paperback/product-8q77ye.html?page=1&pageSize=4


The Kontext Spiel Collection is an omnibus of RPG books focused on freeform/ruleless tabletop gaming inspired by the Free Kriegspiel Revolution! 

This book contains: 

  • Kontext Spiel d6: A universal freeform RPG rules. 
  • Generic Room Stocker: Weird fantasy tables and generators for creating places, people, monsters, treasures and more.
  • A Land of Peace and Rot: A weird fantasy setting presented in tables. 
  • Super Hero RPG: A freeform superhero tabletop game.
  • Freeform Skirmish Referee: Protocols for running freeform skirmish/wargame tabletop battles.

The Kontext Spiel Collection has something for everyone!









Thursday, 19 August 2021

The Frozen Slime Palace


A friend and I are working on an android app version of the The Generic Room Stocker. Its designed to quickly generate random fantasyish places for tabletop adventure games. I thought I would give it a whirl to show how it works and how easy it is to put together a place for your game. I gave the locale four rooms to avoid me spiraling off into writing a mega dungeon. Here is the "Frozen Slime Palace" - whack it on a hex map somewhere! 



Assume large arch ways connect each room (made of ornately gold gilded frozen slime). 

Room 1: 

The gravity in this room is reversed and the thawing slime drips up to the  domed ceiling in green, wet stalagmites. Half formed faces and skulls bob and leer and appear and disappear, upside down, in the slime walls. Several cages of hardened (frozen) slime, protrude from the domed ceiling - skeletons and rotting dead men in these. 

A green statue of an armored man stands the right way up, surrounded by the up dripping slime - totally still. Gold circuitry runs across its form. Once interlopers enter the room it will smash them silently with green marble fists. When a punch is landed a bladed tube enters the target's flesh and begins to sap them of their internal fluids.  

As the statue attacks interlopers the up dripping stalagmites of slime coalesce into firm tentacles that attempt to grasp intruders and place them in the ceiling cages. 

Room 2: 
A dome of frozen green slime. Large tables made of this same slime emerge from the floor. On each table is a glowing map of  a specific area or building from the region. The map is chiseled directly into the table - hewn of frozen slime. A golden face on each table intones details about the map in a robotic voice. 

A knight in black carapace armour studies one of the maps, discussing routes and details chattily with a map table's golden face. He leans on his huge barbed, insectoid looking lance and his massive rhino-beetle mount trundles around the room. If disturbed the knight will regale interlopers of his quest to rescue a larval damsel from waspian ruffians in nearby hivecliffs. He would appreciate companions on this task...  

Room 3: 

A hut sized pot of green frozen slime marble hangs from the dome of this room by emerald chains. The pot is overflowing with a jungle of slime vines and flowers in a rainbow explosion of colours. The foliage creeps up the chains and coats the domed frozen slime ceiling and dangles down over the sides of the pot. Huge golden script covers the visible part of the pot not covered in slime vines. 

The flowers emit no scent, instead whispering a muttering of many indecipherable voices. If approached the slime vines will reach out to interlopers. If left the vines and flowers will wrap around an interloper, the muttering whispers overwhelming them. After a few moments of vine foliage embrace the interlopers consciousness will leave their body and will be able to float high into the air, astral projecting.  This process is useful for surveying the nearby region.   

Room 4: 


Columns of clear, green tinged, frozen slime fill this domed room. Floating within each are fist sized metal boxes of ornate gold. 

Touching the frozen slime columns with the circuit covered marble of the statue from room 1 makes the slime soft and malleable - allow the extraction of the gold boxes. When placed on a flat surface the boxes miraculously unpack into three dimensional metal maps of random regions of the world, incredibly realistic and accurate. 



Thursday, 22 July 2021

The Crab Temple

I used the Generic Room Stocker (https://www.drivethrurpg.com/product/362688/Generic-Room-Stocker) to quickly sketch out a dungeon. The Generic Room Stocker now includes a HTML file that made the job incredibly quick. I got lucky and a nautical theme emerged - making this location perfect to place on the shores of The White Sea. The dungeon is presented in a very barebones, impressionistic manner that will hopefully be fun to run as more details reveal themselves through play! (Perhaps using a FKR ruleset such as Kontext Spiel d6: https://www.drivethrurpg.com/product/363342/Kontext-Spiel-d6

I used Donjon for a randomly generated map (https://donjon.bin.sh/fantasy/dungeon/



The Crab Temple. 

  • Assume a thick layer of sand – sometimes piling up into dunes, chunks of limestone and mounds of seaweed over walls, floors and ceilings of shimmering obsidian. 
  • Assume all doors are a seaweed curtain. 

1. Coral thrones that are bladed and poisoned. A Sacred Lizard Dragoon is friendly and gregariously eager to assist and is searching for known of treasure.

2. Driftwood arches crackling with fey energy. Barnacles. An Overgrown Watching Puss Octopus is conducting ritual worship of the arches and is friendly and gregariously wanting to attack. 

3. Precious coral, incredibly old and in the shape of cephalopods. They hide a deadly trap of shimmering fog that target the mind with massive gusts of wind.

4. Sacred huge, rusted hooks hang from the ceiling on chains, they are infused with eyes and covered in tiny white crabs. 

5. Hundreds of burnt treasure chests, decorated with suns and moons. Some are covered in stinking gas leaking barnacles. 

6. Walls covered in tiny, bladed crabs, fish and octopi made of scavenged metal and driftwood. These are locked in place. 

7. Minuscule Corrupting Sludge Octopi are transporting huge salt crystals that are seeping shadows. The crystals cause pustules to erupt on the skin of those that touch them. The octopi are violently and furiously preparing to attack. The Salt crystals are dredged from a salty pool in the room. 

8. A Wily Corrupting Beast Crab is cooly and aloofly pickling and preserving jumble of people parts and pieces in salt crystals. Pile of people parts and another salty pool are in the room. The crab will attack if disturbed. 

9. Swirling vines of seaweed on walls. Crawling with crabs sizzling with acid. Traps are hidden in areas that are conspicuously clean and tidy. The traps target the victim’s Head with Chemicals of blinding and stunning.

10. Necklaces hang on the wall they are made of preserved organs and are covered in bugs. The necklaces emanate calming energy. Wearing them transforms the wearer into crab person and slowly consumes them. 

11. Shelves of bulbous glowing canisters filled with eyes. These are harnesses for people and beasts. 

12. Mounds of human bones/skulls and white crab exoskeletons. Laced with pipes that are Bubbling with rot and crackling with fey energy. The pipes vaporise flesh and emit pleasure. 

13. A Doomed Worm Archer is trapped in swirling vines of seaweed. The vines are crawling with huge white ghost crabs. The archer is mockingly and derisively looking for an argument.

14. Sea salt cages covered in amazingly attractive and crumbling brooches of coral. The cages house humanoids that are abominations of people, crabs and octopi. 




Monday, 14 June 2021

Cult House of the Saprothan Taxonomists

(This was originally a part of an Infinigrad suburb I was working on - but as is often the case I got distracted by other projects and didn't finish it! I had written this temple pretty much in its totality so thought I would share! Another salvaged part of the suburb is in The Cape of Old Demons. No stats because, this is where I'm at rules wise.)

Put this locale in a hex or on a street. 

Cult House of the Saprothan Taxonomists: The walls, domes and columns of this temple are infested with window-sized arched gateways, either carved into the stone or made of affixed wood. These gate’s house shallow indentations - sometimes covered with crude cloth curtains, other times housing a painted arcane symbol. Most are marred by splashes of dried ooze.  

The entry, large wooden double doors - studded with the bronze figures of morphing, protean beasts, is locked. 


The many windows covering the temple are bordered up poorly. 


Inside is a secretive order of leviathan cataloguers/worshipers, each member a Saprothan Taxonomist: Pale creatures in heavy hooded robes, brass censers hung around their neck wreath them in heavy, sickly sweet smoke. The censers are shaped like gates - inside each a tiny brass effigy of a different levithan. 


Taxonomist’s meditate in front of a mock leviathan summoning gate, letting images of swirling, unformed beasts wash over their mind’s eye. If bothered they will scamper off towards the nearest exit or darkness - only drawing their jagged knives if cornered, or incessantly pestered. 



Map Generator:

Sample/Premade Map: 

d6 Temple Doors: 

  1. Huge, leathery wings - nailed to a top of an arch. Part like curtains and reek offensively of pickling juice.
  2. Locked and dented brass door. Embossed with a wide-eyed bat giving birth to countless protean malformed beasts. 
  3. Unlocked wooden door, soaked with grey slime that vaguely smells of ozone.
  4. Black curtain with 6 brass, featureless, masks stitched into it. Slightly jangles.
  5. Small shrines installed into underside of arch. Each vomiting an opaque goo, creating a thin sheet of slimefall which puddles briefly before dissipating.
  6. Locked stone door - carved with images of spiders and octopi marching forth from arched gates.

What is in the chamber of the Cult House of the Saprothan Taxonomists? Roll a d6 three times: 


Room basics:

  1. d6 flat piles of rags, used for sleeping, next to slabs of wood strewn with crude eating/writing implements.  
  2. A chamber filling stone column arch, a mess of different patterned swatches of cloth nailed to it. 
  3. d6 man height stone column arches. A single slimey banner with an occult symbol hangs in the middle of each.
  4. d6 thick, ceiling supporting columns. A ladder and a set of engraving tools is chained to each. Columns are covered to the height of the ladder in endlessly permutating arcane symbols. 
  5. A slab of dark rock used as a laboratory. A jumble of books, pens and tiny pots of chemicals surround a fingertip sized portal leaking slime.
  6. A single, chamber filling stone arch, coated in slime, dried blood and ichor. Ceiling, floor and arch are covered in deep gouges. 
Room decoration:
  1. The floor strewn with d6 fist sized blocks of wood carved into the shape of gates. Each surrounded by dozens of tiny candles and cushions. 
  2. A brass pot or glass jar of slime surrounded by dozens of tiny candles and cushions. 
  3. A wagon-sized, gilded cage covered in slime. A despondent Leviathan Spawn withers within. 
  4. A ruined stone arch, over a slime filled crater in the temple’s floor. The gate intermittently summons a miasmic portal that heaves grey bread and an overbearing stench. Test Body if bread eaten to avoid being violently ill for a day.
  5. A large pond sized crater in the temple’s floor is filled with slime. A single Leviathan Spawn wallows within. 
  6. Rows of man-sized ruined columns. Snapped and crumbling and covered in thin layer of slime. 
Room contents:
  1. A Plane Dredged Shard glows seductively, propped up in a prominent position of isolation. 
  2. Several piles of cultist junk: Wooden handheld gates, Slime smeared scrolls, Chains, Quills, Old robes, Incense dust, Rag face masks. 
  3. d6 Saprothan Taxonomists meditating intently at the largest gate type structure in chamber. Shriek and scamper if interrupted. 
  4. d6 Saprothan Taxonomists laying in a circle around a Plane Dredged Shard recording notes in filthy manuscripts. Will shriek, shout and protect the shard with their lives. 
  5. A hidden gate to a hungry realm will attempt to devour the unwary. Test Luck and Body to avoid being bitten by a rogue maw of an interdimensional portal. 
  6. d6 Saprothan Taxonomists sitting cross legged and chanting loudly over wails and screams as a quivering Leviathan Spawn painfully consumes each taxonomist. 

Details tables: Use these as needed.


Slime, d6: Interdimensional effluent, byproduct of levithan summoning. 


  1. Swirling black and red. Ever steaming black smoke. Smells of tin. Vivifies and automates any mechanical thing it comes in contact with. 
  2. Tiny eyes and teeth swimming in green grey goop. Stinks of rotting vegetables. Will slimily snap at passerbys and burnmelt flesh.
  3. Yellow and crumbly like glued sand. Will slowly but severely desiccate anything it touches.
  4. Molten silver with rubies that constantly pop like boils. Smells strongly of ozone. Will burrow into any flesh it touches and attach to bone beneath.
  5. Aquamarine, thick and bubbling. Filled with clusters of green gemspheres that explode with more of the slime when coming into contact with air. Can be drunk and is very quenching.
  6. Emerald, iridescent and reflective. Slowly cluster goops and forms into the shape of objects nearby. 

Leviathan Spawn, d6: Bear sized interdimensional horrors. Part pet, part deity.


  1. Furry tiger toad. A huge maw filled with fangs. Backside covering pores constantly belch charming mind-controlling gas.
  2. Grey slug with a melting beak of metal. Chrome flowers erupt from flesh, spurting gouts of yellow acid.
  3. Snail of stone, incredibly slow-moving. Covered in blood-sucking needles.
  4. Millipede, backside covered in red-orange glowing crystals. Constantly belching flame and vomiting magma.
  5. Floating pink jellyfish, hundreds of scintillating gems floating and glinting within. Thousands of flower-covered grey tendrils droop from body - contact with these result in total loss of ego.
  6. Furry bear slug, covered in insectile lots of slashing claw scythe arms which terminate in rows of fangs. 

Plane Dredged Shard, d6: Interdimensional ambergris. Holy relics to the Taxonomists. 


  1. Impossibly flat gem of pink blue sunset. Intermittently burps out non-euclidian flames that hurt the mind to look upon - spreading shimmering mirages of reality bending gas.
  2. Caged, shiny brown sphere. Propped up on tiny insectile legs and oozing red acid from its underside. Scuttles away if approached but will melt flesh if handled.
  3. Damp and mossy huge blue diamond. Ever dripping oozing moss clumps that spread and grow, seemingly without the need for any sustenance. Holding it envigorates the whole body.
  4. Red stone, warm to the touch. Contains a pocket of living magma. Endurance never falters when held in the hand. Stone enjoys being rolled and will emanate this desire to those nearby.  
  5. Dark dark green, near black, gemstone, covered in lizard like scales. Approaching the shard causes palpable confusions and bewilderment.
  6. Milky, sandy coloured diamond. Touching this shard transports you to a dimension composed purely of tesselating version of Cult House of the Saprothan Taxonomists. Use the map generator and chamber stocker to generate an endless temple - until another version of this shard is encountered. This version of the shard teleports those that touch back to their normal reality. 



Thursday, 16 July 2020

Wednesday, 4 March 2020

Scorch's Barracuda (A Star Dogs Location)

The players in my Star Dog campaign, due to a series of confusing and chaotic events, now own a Barracuda class spacecraft. This is the second-largest, and second most powerful in terms of firepower, spacecraft currently available in Star Dogs. As such, I’ve had to map out their new possession. The map can be found below, after a brief summary of the events that lead to the players getting such a monster.



Ship Map: 

Ship Room Descriptions: 
  1. Helm. Bank of 4 comlogs and central holoprojector. Several bloodstains on equipment and floor.1 comlog ridden with bullet holes and inoperable. Chains and metal restraints hang overhead. 
  2. Scrawled maps and notes holoprojected on walls. Rusted metal table housing a large comlog, covered in rotting food.  Empty metal tankards and used hypodermics. 
  3. Metal ladders grant access to 3 sit-in turrets sprouting from bottom side of craft. Colonies of bubblecluster orange, gold-flecked, spacefungus infect sweat infused walls. 
  4. Metal ladders grant access to 3 sit in turrets sprouting from bottom side of craft. Colonies of bubblecluster orange, gold-flecked, spacefungus infect sweat infused walls. 
  5. Tool and weapon filled metal shelves jut from walls. Plastic sheet tents hung from shelves in corners - nearby to upturned crates. Colonies of bubblecluster orange, gold-flecked, spacefungus grow all over dark ceiling. 
  6. Menacing bull rifle automated turret hangs from ceiling. Rifed through and rotted storage containers of old food and supplies are heaped against walls. 
  7. Utterly infested with  bubbleclusters of orange, gold-flecked, spacefungus .These grow around a makeshift metaldesk borne laboratory, boiling samples of spacefungus into injectable doses.
  8. Engineroom. Plastic sheet tents are rigged from several reactors. Reactors not beset by tents are oozing plasma. Fortunately leaking plasma being soaked up by glowing red orbs of oversized spacefungus.  
  9. Storage. Four ransacked Galactic Pallets line rear wall. Supply of narcotics within has clearly been sampled extensively by ex-crew.
  10. Upturned metal crates circled about a holoprojection of nearby systems marking all known Goblin Brigade points of interest (including known Imperial Security centres). 
  11. Engineroom. Several plasma reactors have had security covers removed. These have been fashioned into various types of furniture. Area is totally beset with an army of plastic sheet tents. 
  12. Burnt and melted machinery heaped against walls, several of heaps have large speakers rigged atop them. Holoproector cover circular walls in shimmering coloured lights. Several sets of squat tables and crates fill one half of room. Strong stench of smoke and spilled booze.  

Thursday, 28 February 2019

The Nautilus Shrine (30 Minute Dungeon)

Tristan at The Bogeyman's Cave came up with a fun little idea of trying to write out a dungeon in 30 minutes. Description here: http://bogeymanscave.blogspot.com/2019/02/30-minute-dungeons-are-back.html

I got the initial ideas/draft out in half an hour, but then maybe spent another hour or so working on those ideas. I guess I lost the challenge, but had fun regardless. Note: In the drafting,  I did use the tables here: https://lizardmandiaries.blogspot.com/2017/08/guild-dogs-job-generator.html to expedite the process.

Here is "The Nautilus Shrine", a mapless dungeon which highlights my obsession with worms and mutations. The original draft that I did get done under the half hour limit can be found at the bottom of the post. 




A seaside town has ceased all contact with the outside world. Travelers there find the residents listless and sleepy, oblivious to the ruin and disrepair around them.    

A shrine of a fleshy limestone corkscrews beneath the wood and stone of the seaside town. It digs down beneath the water and the sand. It has been there forever. Or has it just appeared? Residents are confused. They cannot remember but avoid the shrine regardless.

1) A spiraling structure of whitestone, covered in dead barnacles, splinters through the boardwalk. It looks like the tip of an enormous organic spear.  d8 warped men, bent double, their forms pulled into torturous shapes, tend a whitestone chunk of altar at the entry. Each sprouts a flesh cord which leads back into dark arch behind them. They snarl at any one who comes near and bar entry. On their chunk of rock squirms fat pink worms that they feed smeared flesh.

Stairs of whitestone.

2) The chamber is like the inside of a snails shell.  Clothes, sacks and old belongings heaped to one pile. No metal remains in the pile. A faint raspy moaning. Sometimes a body is still attached to the refuse. It is oddly shrunken, clothes several sizes too big. A white powder is spread in and around the mound. It desiccates all it touches. The moaning belongs to a shrivelled man who cant remember his name but can remember when the “white claw” appeared and unleashed “the pink snakes”. He is dying and annoyed that no one else seems to remember this happening.

Stairs of whitestone

3) The grotty whitestone walls look like the old burrowing grounds of a million worms. A massive pot of a whitemetal bubbles in the centre. d6 warped men are mixing a metallic golden mixture in the pot. This is melted jewellery. The warped men toss in more pieces, sometimes fingers/ears/necks/wrists still attached. They are engrossed in their work but will bar entry if they notice trespassers. The cords of the men goes deeper.

Stairs of whitestone

4) A damp spherical chamber of blackrock. A spider of 6 warped men fused together at their shoulders wallows. Heads have fused into one meaty, misshaped skull. A too large central eye is  surrounded by 12 others. The eyes spin sadly around the room, taking note of everything. Their legs and arms groan and clatter. The head is sticky and porous. The spider will attempt to skitter towards anyone who enters and fuse its porous head with them (CON and DEX tests). The spider’s cord leads further down the shrine.

Damp stairs of pearl.

5) A narrow curving passageway, iridescent walls of pearl. d6 warped men carry small iron buckets from the huge pot in room 2. They pour these down steaming whitemetal pipes that penetrate deeper into the shrine. They will ignore any trespassers until they have poured their bucket down a pipe. Then they attack.

Damp stairs of pearl

6) A narrow curving passageway sloping down sharply, iridescent walls of pearl. A tangle of whitemetal pipes, hot and steaming, snakes through the ceiling and floor, deeper into the shrine. Flesh cords run along the ground, some cook against the pipes.

Damp stairs of pearl.

(Rooms 7, 8, 9 and 10 are all on the same level. A bulbous, expansive and round basement. Everything is wet, iridescent and made of pearl here. Thin, retracting membranes separate the chambers).

7) A central misshapen sarcophagus, big enough for six men. Molten gold constantly drips from the iron pipes terminating above, sizzling and growing the sarcophagus. It is wide and flat. Beetle-like. From the ever melting lid a tangle of flesh cords emerges, connecting to those higher up the shrine and into nearby rooms. Lifting the lid (risking the molten gold) reveals a beige jelly. It will sprout fresh flesh cords, like a hand. These will quite quickly turn any trespasser into a warped man. If threatened the jelly will summon a connected warped man to wail and beg in its defence, offering untold treasures in exchange for its life.  

8) A man shaped like a bear stumbles around the wet chamber. Limbs are of different sizes, some bulbous and fleshy, some long and too lean. The fat crab-like back is covered in wounds that intermediately sprout flesh cords. These try to connect with trespassers. The man bear is sick, mad and uncoordinated.

9) A tangle of flesh cords snake into an ankle high pool of salt water. They terminate in knots in the murk. They are attempting to fuse themselves into the shape of a man but it does not look right. Untold worms the size of snakes swim around the pool, eager to enter any manflesh.

10) A corpse sits on a stone throne. The throne is dripped with molten gold like the sarcophagus. The corpse has an enormous head (features now rotted), resting on its decayed shoulders. The neck is snapped. A huge flesh cord emerges from the belly of the corpse and connects to the sarcophagus. Removing the cord reveals it to still be living. It can be attached to a new body for control of the Nautilus shrine and all current associated warped men. The jelly in the sarcophagus in chamber 7 will constantly attempt to kill any one who takes this position.



Draft:

Hook: some one long dead PC’s Move them to a non physical realm (their mind is trapped?), to break a curse – maybe theirs?  

General background: a dockside anti church, lots of traps pushing out volumes of dangerous material

1) d8 warped men, bent double, their forms pulled into torturous shapes, tend a limestone altar at the entry to the shrine. Each has flesh cord emerging from some where on their form leading back into dark door behind them. They snarl at any one who comes near and bar entry.   

2) A chamber tended by d6 warped men. A massive pot bubbles in the centre. The warped men are mixing a metallic golden mixture in the pot. It is made of melted down jewellery, sometimes fingers are still attached to rings. The cords from the men go down deeper.

3) Clothes and sacks and old belongings heaped to one pile. Sometimes a body is still attached to the refuse. Oddly shrunken, as if the clothes it wears were several sizes too big. A white powder is spread around the mound. It desiccates all it touches.

4) A spider of 6 warped men fused together at their shoulders in the centre of the room. Their heads have fused into one enormous and misshaped skull. A huge central eye, surrounded by all the other eyes of the men spins wildly around the room, taking note of everything. Their legs and arms groan and clatter under the weight of the too large head. The skull is sticky and porous and the tangle of bodies will attempt to skitter towards anyone who enters and fuse with them (CON and DEX tests). A cord is wrapped around the form and leads further down the shrine.

5) d6 warped men carry small iron buckets from the huge pot in room 2. They pour these down steaming iron pipes that lead deeper into the shrine. They will ignore any trespassers until they have poured their bucket down a pipe.

6) A tangle of iron pipes, hot and steaming, snakes through the ceiling and floor, deeper into the shrine. Flesh cords run along the ground, some cooking against the pipes.

7) A huge misshapen sarcophagus. Molten gold constantly drips from the iron pipes terminating above, sizzling and growing the sarcophagus. It is wide and flat like a beetle. Beneath the ever melting top a tangle of flesh cords emerges, connecting to those higher up the shrine and into nearby rooms.

8) A man shaped like a bear stumbles around the room on all fours. Its limbs are of different sizes, some bulbous and fleshy, some long and too lean. Its huge fat crab like back is covered in wounds that intermediately sprout flesh cords. These try to connect with trespassers. The man bear is sick, mad and uncoordinated.

9) A tangle of flesh cords snake along this room. They terminate in knots in the bare stone chamber. They are attempting to fuse themselves into the shape of a man but it does not look right.

10) A corpse sits on a stone throne. The throne is dripped with molten gold like the sarcophagus. The corpse has an enormous head (the features now rotted), resting on its decayed shoulders, the neck snapped. A huge flesh cord emerges from the belly of the corpse and connects to the sarcophagus. Touching it spreads its consciousness.


Wednesday, 17 October 2018

Automated Dungeon Room Generator.

Bruce Pennington


Click the button to get a stocked room with details on purpose, decorations, foes, traps, devices and treasure.

Use this table to generate a map for you dungeon rooms:



Tips:

  • Use redundant entries (such as foe or treasure information when there is no foe or treasure present as additional decoration inspiration!)
  • Use this to get a map for you to stock: https://donjon.bin.sh/fantasy/dungeon/


(This dungeon room generator is based on several d100 tables re-purposed from recent blog posts. I was using those tables to stock rooms and hexes and thought I should group them together in a more formal tool. According to my calculations there is 400 billion different rooms in there. The automation is all thanks to https://www.lastgaspgrimoire.com/generators/choose-your-own-generator/ which is very easy to use and you should make your own!)