Friday, 3 July 2026

Ravenloft Hawksmire


Had a good game of my Ravenloft setting where my Domain Hawksmire has been the real campagn setting all along. Now all party have dark gifts. Our youngest player has been getting bolder and on one hand wants to revive enemies often up to 3 times a fight but also fireball at close range and burning hands in wooden slum full of garbage. Glubglub the Barbarian bard got the party in trouble for waving severed head bundles about in public. Ratrump the Halfling is a dirty bastard rogue with lots of magic and poison blades. The new cleric of light a a reformed dark elf. Threekay the Dwarf cleric who has been fairly indifferent to suffering, is now starting to think he has some duty to local dwarves and other people. GlubGlub had flu and was quite to preserve his lovley singing voice for songs about orc decapitation.  

Party arived at Hawksmire, the capital town of the island, with a population of 4000ish. Got inside and performed a hunt to get into the hunters' guild to immigrate into the population rather than be treated like outsiders or peasants. While in the in planning what to do, everyone except Ratrump voted no to anything with magic beans after the pyramid incident. Ratrump was playing with his magic bag and noticed his pampered piglet was afraid of the bag. So they took it to the privy to empty out whatever evil was inside and creepy, long-limbed Bagman horror stepped out. Was a dangerous battle, and the bathroom was singed. They tipped the attendant and cast repair on the wall a few times, accidentally filling in a glory hole.

Locals in the tavern who were joking about Bagman moments before saw some flashes and heard an unearthly scream. The bag seemed ok now but PIg still wont go near it. Barman told them of a ward elector of the slumbs reports disappearances and offers the undying love of the people if they help. So they drank more and headed off to meet the man and get a briefing. Went walking around the block seeking homless being preyed abon. Gave some of them money to stay in an inn. The Ratrump dressed as an urchin to be bait realised he could also could climb walls and the rooftops to look about. The light cleric summoned a radient orchid spider familiar and screamed because she hated spiders and it was her first time using the spell. The spider made a good spy. Threekay hung back prefering to buff enemies.

They found a strange scrawny hairless cat creature on the roof that seemed intelegent and Ratrump gave it food and it followed him. He pulled rats out of his magic hat for it.

They found in one alley a strange man in a coat rocking about with some dead dogs. Drow light priest spoke to him and the guy was a were-stirge horror and that coat was his leathery wings. Under his arm flaps were normal stirges feeding of him. A pesky fight and some fire in tightly packed wooden alley with trash everywhere. Killed monsters then worked on puttoing out fire. Some homeless grabbed roast stirges. Ratrump peed on the fire to "help". Everyone had stirges sucking their blood. Ratrumps funny cat killed one with glowing claws. The light priest used her crappiest cloak. This looked good when law and firemen arrived, and the party were exonerated of blame. Some repair spells helped. The creature had a burned journal about how it tried to resist. The light priest stabilised the creature and cast remove curse, healing it. Threekay tied it up, and the law complained the monster would be better to hunt for sport than some old man who might be sort of innocent. Off to the courthouse to await trial with comments from characters taken as testimony.

Later found a man hiding who warned them of a creaking wagon making people vanish. So they all hid, and sure enough, the creaking wagon came. The light priestess in her ratty burned cape was lured with food into the wagon by a strange, scarred man. The spider familiar jumped on the creep's back. The wagon set off and Ratrump and his cat climbed under the wagon. It went into a stable in an alley next to the wall keeping the poor from the rich. They went inside and confronted the strange man who was some kind of fiend, a man-stabbing machine who slashed the party and mad some fear for their lives. Killed it and moved through a secret door into a townhouse of a noble. Some kind of armoured wizard was levitating in iron magic armour, so the light priestess fireballed him. Rest of the party piled and killed the warped weird wizard who battled them with some kind of arcane blade. A fireball damaged books and an alchemy lab. Luckily, this building was brick. 

So they found the property deeds, the lord's dead-end family tree, his documents of nobility so Ratrump in his best outfit, claimed to be the long lost son of the weird magician so he is now a Lord. Party is happy to settle in and continue adventuring. Interested in killing Chrysopasia the Domain Lord. GlubGlub wants to plunder serpent folk ruins for cash.

There is a hunter's ball on where Chrysopasia will attend soon...

----------------------------

Hawksmire
Domain of thirst for the hunt
Darklord: Lady 
Chrysopasia Drakon
Genres: Folk Horror, Cosmic Horror, Dark Fantasy
Hallmarks: Bloodthirsty hunts, isolated communities, lingering darkness
Mist Talisman: Hunter's horn, cloak, hat or hunting trophy

Hawksmire is a hidden, mist-shrouded island where stranges wash ashore from many worlds, saved from drowning but damned by the lords of dread. There are many coastal villages on the coast influenced by strange cults. The core of the island is a forested hilly region with Hawkmire town in the centre. Between the woods and coasts, orcs roam, limiting trade and commerce. There are those who know how to navigate the coasts by worshipping a great Anglerfish goddess. They also use underground tunnels all over the island to travel past orc scrutiny. Everyone on the island is obsessed with hunting, and great hunters get more respect than anyone other than the Domain lord.

Noteworthy Features
Hawksmire is an island in a sea of mist where outsiders arive mostly by sea. The domain draws in the wicked and the damned near death on the sea. Fog and dangerous grey soupy seas surround the island populated by seamonsters, fueding fish folk and a great lamprey fish god who eats ships whole.

The coasts are rough and swampy but their are villages operating wharfs atound the coast. The inner region is a wasteland of hills and plains with highways linking the villages to the City in the centre. The inner region has dangerous wolves, killer hogs and orc tribes. Their are five tribes all serving christopasia. A sixth of necromancer death cultists was killed by the other tribes a generation ago who were very fearsome. The orcs limit trade to certain monopolies who use of roads and tax the villagers.

Their are also undergroud ancient highway tunnels linking villages and the city but mostly they are dangerous and goblin infested. Smugglers know their own secret safe routes and can sail the coasts without being eaten by the great Angler fish godess. The smugglers are based in Anglers Harbour as is the Anglerfish godess cult. 

The central region is forested full of wild and strange beasts and hunters persuing them. In the middle is the City of Hawksmire.

Settlements & Sites

Hawksmire City is the city of Hunters ruled by Crysopasia from her palace. Their are X districts around the palace and walls and gates divide them. Strangers will only let in islandborn or guild members. You can apply to a guild with a test and a payment. The hunters guild, bards guild, wizards guild, mercenaries guild, merchants guild are the most common and have various tests and quests to join. The hunters guild hall is outside the city near the hunters district so you can get a test without entering the city or hiring a middleman. Districts include: Merchant (markets & shops), Guild (guilds, crafts, workshops), Hunters (butchers, stables, hunters lodges), Orctown (orcs and goblin district) Slumtown (poorest workers) and the Nobles district that surrounds the Palace district.

Chumwater is a decrepid village once thralls to the cult of the fish god Dagon. Their are many abandoned houses and catacombs. A goblin village acts as a buffer between humans and orcs just outside the village. Locals are wary and bitter and hungry. Many are cultists and are granted fish and gold from the fish folk.

Anglers Harbour is a thriving village serving the Anglerfish Goddess. Male visitors risk being chosed as a husband of the goddess and carried out to sea to merge with her as just a face with thousands of other. Otherwise the village is quite friendly. The smuglers here can move your goods around the island on a weekly anticlockwise trip or know secret underground dwarf roads that are mostly safe.

Ealdwell is town of wizards and artisans where quaint bookish cottage folk dwell. Some report a loss of memory and some so badly they are sent to the local asylum for such victims. Locals are proud of the local shine of a wizard who bound a tentacled toad beast in the village well long ago. Many locals speak of the faeries quite often.

Greywater is a primordial swampy village where strange prehistoric marine scorpions and trilobytes dwell. Mutants dwell in the swamp and locals hunt and and kill them. Some were former humans but many small ones under a yard seem to spawn from the earth itself. The locals love mutnat whacking and the mayor a hulking stern old fashoned fellow keeps local law and order by himself unarmed.

Burning Hill is a mining town with a sizable dwarf minority. A pleasnt terraced hill has a fence around it and the cottages of the ruling mine owners. These wealthy comfortable folk perform rites in their fenced comunity and learn arcane secrets.

Wolfmire is a town of rough woodland hunters. Many locals have tamed wolves and outsiders are unwelcome. Many strangers are attacked by werewolves. Many locals serve Chrysopasia as her personal guard.

Swinewater is a town of wretched debter workers and flamboyant huge rich folk who feast all day and are even carried by their servants. The locals love their pigs and lavish them with bejewled outfits and even wheel piglets about in prams. The poor seem wretched and wait on the pigs and rich. The rich enjoy novelities, strangers and new stories of hillarious escapades. Pig lovers are always welcome so take care not to hurt or spurn a friendly pig.

Fever Bay is a swampy village famous for snake cults. They are famous for wearing few clothes, gold jewelery and snake tatoos. They are very festive and welcom guests.  Their are ancient serpant folk ruins in the swamps full of undead and snake bog mummies.

Lady Chrysopasia Drakon

The domain lord Chrysopasia is famed as the iron grip ruler of the island, a great beauty and famous huntress. She hunts daily and many see her on their travels daily. Her fine palace is also home to her servants and her wolf guard of elite hunter riders. Sometimes she is seen at night with a wolf pulled chariot heading to the forest to hunt. They say she seldome sleeps and has vast treasures and stuffed creatures in her palace.

Chrysopasia's Powers & Dominion
The domains existance is predicated on the hunt. The more you hunt the higher your status and aura. Hunters are heroes and celebrated in arts and culture of the city. Many die on dangerous hunts and rapidly replaced. Many locals feel a hunger to kill and see blood. The compulsion to eat prey and make trophies is visible on clothing, jewellery and home decor. People bet on hunters and animal fights. A cat chasing a rat will draw a crowd and bets and the hero beast will be rewarded with cream.

Locals may also hunt humans and criminals are often set loose for a mob to hunt. If a famous criminal the best hunters will be called to hunt the criminals. On festivals the jobless will be rounded up and dressed as blackbirds to be hunted for a charity event. Men may invoke bloodhunts on their enemies or just duel. Hunting contests may be used to prevent duels and nobles deaths if their peers step in. Nobles are given titles for hunting deeds so they hunt constantly and teach their children to do the same to inherit their goods. 

Chrysopasia is a 20th Lv ranger and 14th Lv wizard. She has a blood drinking sentient sword named Woundmaker. Her Wolfguard are werewolves and they will sometimes pull her night chariot. Her horse is really a nighmare named Umbra, bound to this demiplane. If killed she sheds her humanity and is reborn as an ancient shadow dragon. Her moods alter weather for the island turning skies grey or dark with clouds when moody or storms if enraged. Those she marks as prey she can spy on with a crystal ball in her treasury. SHe has magic items that are disguises. She may gift a valuable trinket or magic item of clothing to someone which helps her scryings. 

Chrysopasia's Torment
Chrysopasia was a cruel rich noble who hunted villagers and her suitors for sport and skinned them alive. Her lust for treasure was notorious and it is said she liked to sleep on her vast hoard. Drawn into this domain as its ruler, she led the orcs to take over rapidly several hundred years ago but it seems like forever. 

She must hunt and kill to maintain her beauty daily or her skin sloughs off revealing black scales. She is terrified of this effect and being revealed so she spends all her spare hours hunting and killing. Hunting adventurers is her gretaest delight and she may let them live to grow more challenging several times. If she is reduced to zero hitpoints she burns with silver flames and black smoke revealing her Shadow Dragon form. By hunting and devouring a victim then sleeping on her treasure pile she restores her human form.

Adventure in Hawksmire

Each village is potential a place of mystery and conflict and local weird cults are common. 

Crossing the wastes and exploring the island offers months of adventure as they visit each village. Exploring your own underground highway routes provides adventure and a shortcut from orcs in the waste.

Chrysopasia's Hunts
Daily she hunts and you might become her target. She may spy on them with some magic treasure in her palace at first and may disguise herself to get a look at them. It is likley officials and orcs will have been killed by adventurers. Adventurers may also earn respect for killing famous monsters. It is possible adventurers with wanted posters may be offered enoblement at a ball in the city. She will use this to meet adventurers and show she has been admiring them from afar. She will offer adventurers the chance to pay off any murders of civic officails with gold or service. She likes powerful minions she can keep near for future hunts. She may spare adventurers so they can grow to be a challenge. Risk is more delicious and makes her rejuvination last longer.

Exposing her true nature makes her turn up all opressions and cruelty. The island days grow shorter and weather is darker. She may just roam as a dragon eating people and use orc thugs to opress all. She may even revive the 6th orc tribe as undead.

I will detail the city and districts with tables next.

All my game stories out of sync sorry.
 

Tuesday, 30 June 2026

Hosting Your Fancy Balls

















I did this for my weekly Ravenloft Hawksmire game.
Also, possibly running Pendragon and some Romantasy in future.
I realise now it fits into my magic-mansion genre work.
-Imagine this in Castle Amber

Have fun. I was 8 posts ahead and now im not. So it might be slow for a while as meatspace has improved for me.

1  Basic Balls

So roll on these tables and fabricate a wondrous ball.
You dont need to roll them all.

5 point method
-focus on 5 rooms
-have 5 interesting npcss (perhaps per room)
-have 5 big events spaced out over the event
-have 5 activities or problems 

d12 Celebrating?
1 Wedding
2 Holiday
3 Victory
4 Tournament or sport event
5 Investitude or ennoblement
6 Charity for some cause
7 Masquerade
8 Debutante
9 Hunt or contest 
10 Aniversary event 
11 Harvest
12 Birthday

d12 Hosts?
1 Merchant
2 Society
3 Charity
4 Guild
5 School
6 Order
7 Mayor
8 Rich foreigner
9 State official
10 Dame or knight
11 Barron or duke 
12 Royalty

d20 Other Features?
1 Tournament or contest
2 Feast or banquet
3 New construction or artwork
4 Latest dance fad
5 Ice or butter sculptures
6 Award for best dancer
7 New fashion craze
8 Eligibles looking for love
9 Themed decor theme
10 Celebrity guests
11 Diplomatic guests
12 Formal Announcement
13 Exotic foods
14 Foreign fantasy exotica theme 
15
 Dance recital
16 Live concert
17 Bard or poet contest
18 Public duel or martial display
19 Performing magician
20 Old creeps here to meet youths

2 Guests

d12 Common Groups of Guests
1 Debutant youths at first ball as adults
2 Youths starting careers and notoriety
3 Young engaged couples
4 Newlywed couples
5 Extended clan members
6 Respectable citizens
7 Wild youths 
8 Pleasure seekers
9 Drama mongers
10 Intellectuals
11 Elder community leaders
12 Rickety elders 

d20 Guests Traits (+flip a coin)
1 Shy or flirty
2 Chaste or saucy
3 Kind or callous
4 Officious or mischievous
5 Kind or cruel
6 Forgiving or 
spiteful
7 Well-mannered or oafish boor
8 Controlled or impulsive
9 Generous or greedy
10 Learned or cretin
11 Cultured or cliched
12 Modern or dated
13 Immaculate or scruff
14 Fashionable or dreadful bore
15 Pious or apatheist
16 Indulgent or strict
17 Snob or social chameleon
18 Classy or crude
19 Talkative or quiet
20 Secretive or seeks a confidant

d12 Scandals & Secrets
1 Sordid affair
2 Financial ruin
3 Secret child
4 Corrupt money
5 Indulges in vice
6 Possibly a murder
7 Cheats and lies
8 Gullible
9 Scheming
10 Social faux pas
11 Cultist
12 Spy or agent

d12 Guest Interests
1 Gossip
2 Romantic
3 Hedonist
4 Politics
5 The fine arts
6 Poetry & Literature
7 Academia
8 Sports
9 Money
10 Status
11 Power
12 Influence

d12 Important Guests
1 War hero
2 Artist
3 Scholar
4 Poet
5 Athlete
6 Adventurer
7 Explorer
8 Banker
9 Merchant 
10 Philanthropist
11 Noble
12 Royal

d12 Strange Guests
1 Medium, seer or mystic
2 Heretic of a forbidden or unpopular sect
3 Cultist of evil otherworldly power 
4 A sneaky familiar spy
5 Haunting spirit 
6 Doppelgangers
7 Animal or nature spirit in human form
8 Faerie glamoured to appear human
9 Ghost or phantom
10 Lycanthropes
11 Vampires
12 Planar evil being in mortal form or appears to curse or threaten

d12 New Social Invitations
1 Boating trip
2 Games
3 Sports
4 Riding
5 Tea
6 Dinner
7 Holiday house
8 Hunt
9 Performance
10 Meet a famous person
11 Feast
12 Ball

d12 Trinket Things
1 Fan 
2 Opera glasses
3 Hip flask
4 Hankerchief
5 Hat pin
6 Pipe
7 Pillbox
8 Purse
9 Comb or brush
10 Hat
11 Poppet
12 Jewellery d4 1=ring 2=earing 3=bracelet 4=locket possibly with portrait or hair inside

d12 Secret Things
1 Love letter
2 Spicy chapbook
3 Forbidden potion
4 Political pamphlet
5 Book by a traitor
6 Cultist symbol
7 Treasure map
8 Combat plans
9 Conspiracy message
10 Coded or letter-locked note
11 Crooked dice or cards
12 Mysterious ornate key

d12 Magic Things 
1 Magic scroll ot tablet or runestone
2 Love potion
3 Poison potion
4 Invisibility potion
5 Silver +1 stilleto or hairpin
6 Spirit in a bottle
7 Duelling smallsword or flintlock or walking stick+1
8 Ring of spell storage 1x 1st Lv
9 Ring, fan or cape of protection +1
10 Ring of a dark lord
11 Cursed Scarab, figurine or gem
12 Diabolical wizard apprentice spellbook

3 Time

1 Reception 6-7pm
-Arrival on red carpet pat footmen and guards
-Guest check in with door staff, leave coats and grab a drink
- Pre-dinner drinks, canapés, music and costumed performers
-Guests announced and presented to the hosts

2 Formal Dinner 7-9pm
-Guests seated with a chime 
-MC, host and others make speeches and toasts
-Main course
3 Entertainment 9-12pm
-Desert and live entertainment
-Raffles, prizes, announcements
-Dance and band
-Late supper last dance and drinks
-Go home or some house guests may continue in smaller rooms 

4 Areas for Drama

d12 Main Rooms
1 Banquet hall
2 Parlour
3 Games room
4 Staircase
5 Restroom
6 Library or study 
7 Balcony
8 Conservatory
9 Trophy room
10 Stage or theatre
11 Chapel
12 Ballroom

d12 Downstairs Rooms
1 Servants room
2 Kitchen
3 Service Room
4 Backstage
5 Servants entry
6 Privy
7 Dumbwaiter
8 Stairs
9 Cellars
10 Pantry
11 Laundry
12 Coach house

d12 Grounds
1 Gatehouse & wall 
2 Stables
3 Greenhouse
4 Folly
5 Water feature or fou
ntain
6 Temple
7 Gardeners shack
8 Garden beds
9 Hedges
10 Grassy field
11 Necropolis
12 Menagerie

d12 Hidden Secrets
1 Oubliette
2 Dungeon
3 Torture chamber
4 Shrine
5 Secret passage
6 Spyhole nook
7 Crypt
8 Love nest
9 Attic storage
10 Escape tunnel
11 Hidden vault
12 Long sealed room

5 Event Types

d10 Quick Event Types
1 Flirting
2 Dancing
3 Manners
4 Rivalry
Humiliation
Vice
7 Plots
8 Romance
Scandal
10 Supernatural

d100 Quick Event Types
01 Mysterious, attractive guest winks at you
02 Ladies with coded fluttering fans cast an alluring gaze
03 Attractive guests recite lines of verse for you
04 Requests to fill your dance card
05 Shy youth blushes at you and withdraws
06 Someone dropped a handkerchief near you
07 Creepy old noble drools at you and invites you to a quiet room
08 A wealthy noble with children who lost their spouse wants to meet you
09 Older person sends you a gift (d4 1=bouquet 2=jewellery 3=confection 4=trinket)
10 Youths follow you about giggling
11 Wardrobe malfunction on the dance floor
12 Exciting new dance
13 Guest band get fiesty
14 Clods tread on your feet several times on the dance floor
15 Someone tries to skip a place on your dance card
16 Opportunity for some solo dance feat on the dance floor
17 Fierce competition on
 the dance floor
18 Whispered taunts on the dance floor
19 VIP asks to dance
20 Cad tries to steal your dance partner
21 Test of correct dining etiquette
22 Disrespected someone of higher status
23 Made an embarrassing bodily sound
24 Lost a button or tore loose a thread
25 Slipped over or tripped?
26 Caughed up a morsel or canapé
27 Made a false identification of wine or morsel
28 Perspired for a moment
29 Vulgar laugh
30 Tell an inappropriate story or joke
31 Snob wants to humiliate you
32 Bully wants to make trouble for you for fun
33 Challenged to contest (d4 1=game 2=sport 3=dance 4=poetry)
34 Rambling old person tells you off for some reason
35 Old grump hates your type and wants to enjoy your suffering
36 Peer thinks your a romantic rival
37 Peer thinks your up to no good
38 Gossip spreads stories about you
39 Shunned love interest tells lies about you
40 Suspicious peer wants to learn about you
41 Someone loses a trinket
42 Someone feints and needs attention
43 Someone embarrassingly drunk and indiscreet
44 Foolish duel challenge
45 Fueding guest expose shocking secret in public
46 Embarrassing letter stolen
47 Secret lovers exposed in public
48 Legal threats made
49 Rich bullies plot some game with guest victim
50 Drunks have a fight
51 See a pickpocket
52 Theiving servant or performer
53 Gamblers prey on idiot
54 Charletan offers colourful magic potions
55 Implausible investment scheme on offer
56 Offers of jewels for sex
57 Overhear criminal deal
58 Factions fued in public
59 Drug sales 
used for coercion
60 Sharing naughty parchments banned by church
61 Blackmail plot
62 Assassin in disguise targets a guest
63 Overhear whispering plotters
84 Eavesdroppers spying on guests
65 See a stranger making magical gestures when they think they are unseen
66 Someone recruiting for a political faction
67 Someone sharing political pamphlets
68 Someone shows a print of the slanderous illustration of a VIP
69 Someone discusses giving the poor rights and political power
70 Someone advocating to free a political prisoner
71 See a perfectly desirable peer with much in common
72 A stranger sends you a letter via a servant to meet in quiet place
73 Dance with someone who was so dreamy you teared up
74 Dance with a mysterious stranger who whispered something about your past before flitting away
75 An abusive cad bullies a beautiful, teary youth who looks at you with deep moist eyes
76 Someone briefly rubbed against you and winked at you in a dance
77 Multiple admirers compete for your attention and for the chance to please you, some might even duel to win
78 Meet with a stranger who makes you feel squiffy but they are in unhappy marraige
79 Several admirers of different factions admire you, if you pick one other factions know
80 Meet a wonderful stranger trapped in a terrible relationship, they are pressured to keep up
81 Someone is revealed to be related do someone of shocking nobility
82 Leader falls ill, making many speculate wildly
83 Noble exposed engaged in vice and has public loss of honour 
84 Love affair exposed, resulting in shouting and a duel
85 Guest seized and arrested and taken to prison to await trial
86 Guest exposes secret lineage of a VIP
87 Guest drunk and embarrassing and shunned by other guests
88 Guest tries to shame others to join a fight in a foreign land for a cause
89 Guest killed in a disgraceful manner, who dunnit?
90 Letters expose a guest as a dastard and possible traitor
91 Medeum, seer or prophet issues a forecast for the next year
92 An evil cult infiltrated guests is up to something or recruiting with vice
93 A guest is a member of a forbidden sect and is trying to recruit ppl
94 A shapeshifter has a disguise failure after meeting many people and dazzling guests with wit and charm (d4 1=doppelganger 2=lycanthrope 3=sprirt animal 4=faerie 5=dragon 6=planar being)
95 Witch familiar seen spying and pranking guests (might be invisible)
96 Someone screams as they saw a spirit haunting the estate
97 Some guests perform a seance or some magic ritual
98 Someone finds a mauled corpse with missing chunks of flesh and lots of blood
99 Hag appears to warn guests of a curse on the land or some VIP
100 Villainous spellcaster not invited comes anyway to cause trouble

Tuesday, 23 June 2026

d100 Auldwood Adventure Seeds for Settlers




























I've had some readers comment on errors with my tables and numbering or missing entries, which is great. Some of these posts I've revised content on and changed other details. My cleric/ranger power post has had major revisions, and I should have kept what I deleted.

This post had revision, but for my cleric-priest-druid-ranger powers
https://elfmaidsandoctopi.blogspot.com/2026/01/holy-and-nature-miracles-religious.html

This is sort of odd jobs one finds on the borderlands with the enchanted forest.
Many people since the Civil War and the end of the Third Empire, have been seeking to repopulate the abandoned frontier lands. Many settlers are former soldiers, so dont assume they are all easy prey.

d12 Why was this Auldwood Settlement Abandoned?
Also use this to generate a threat to a community
1 Plague
2 Banditry and crime
3 Water tainted or shortage
4 Crop failure or vermin-related shortages
5 Dangerous Animals
6 Angry mobs or inbreeding
Canibalism, lycanthropy or weird murderers
8 Cultists eroded the community spirit
Witchcraft or old ways magic
10 Monsters or supernatural creatures
11 Cursed by some act of infamy
12 Farie folk pranks, sabotage and kidnappings

d12 Common Settler Groups
1 Farmers keen for new lands, suspicious and vigorous
2 Religious community, idealistic with strong leaders
3 Freed prisoners with almost nothing, poor morale, but hard work
4 Retired millitary seeking a new life in time of peace, willing to fight
5 Urban poor returning to lands of their ancestors, clueless but hard working
6 Urban commoners looking for new life. Idealistic opportunists 
7 Sent by a guild or merchant company to help regional trades grow
8 Monks, templars or priests intent of building a religious settlement for an order
9 Urban cultists seek their own isolated community
10 Poor landless farmers dream of ancestral lands with skills and tools
11 Followed the old ways in secret and now returning to the clan blood lands at last
12 Noble with families from clan estate seeks to reoccupy the old abandoned estate

d12 Quick Past for Individual Settlers
1 Downtrodden serf from the former empire free to return to their old country
2 Urban poor working on war production are now able to return to their family land
3 Retired soldiers looking for a new life on the frontier
4 Released prisoner at end of the war looking for new life
5 Generations of interclan violence made old home unlivable
6 Previous home ruined by disaster (see abandoned village table)
7 Homes destroyed in war and keen for new life
8 Escaping debt or crime guild or law
9 Heard Auldwood a land of promise and opportunity so escaped boring life
10 Spreading a cult on the new frontier, possibly persecuted or just want isolation 
11 Discovered your family came from an abandoned region of Auldwood
12 Suffered terribly surviving the war and left homeless and need a new life

d12 Old Ways Community Features
1 Ancient buildings in use
2 Old sprawling graveyard with ancient hill tomb barrows
3 Stone circle or maypole still in use
4 Strange folk art and symbols in arts and crafts
5 Own local drinks and dishes
6 Leave offerings for faeries and wee folk
7 Lots of seasonal festival days with odd customs
8 Druidic shrine or witch house
9 Unusual local breeds of animals
10 Strange old-fashioned crops and herbs
11 Know local spirits, wee folk and monsters by name
12 Hostile to newcomers related to nobody local

d12 New Settlers Community Features
1 Shortage of basic goods or a skilled crafter
2 New buildings and constructions
3 Tents of new arrivals or labourers 
4 New modern churches in the style of the Capitol 
5 New Barracks with ready militia
6 Mud and sewerage in streets
7 Local gang or bandits
8 Modern mill
9 Trading post or market
10 Community or guild hall
11 Camp for merchant caravans
12 Border patrol soldiers of the crown camp site 

d10 Quick Adventure Tables
1 Bounty Hunting
2 Recover Lost Goods
3 Escort an Expedition
4 Explore Ruins
5 Explore Underland
6 Make Maps
Search & Destroy 
8 Defend Outpost
9 Border Patrol
10 Daring Mysteries

d100 Adventure Table
01 Wanted: Mad Old Bob, the fur trapper turned cannibal 80gp alive 40gp dead
02 Wanted: The famous bandit Dame Hartog and her gang of women have been terrorising a neighbourhood. If you bring her in in its a cool 300gp reward
03 Wanted: The Dunbrow clan are wanted bandits who live among the highland clans, Its 500gp to stop the gang and 300gp to capture Big Wullie Bukket Dunbrow the boss. They have kidnapped many prisoners they keep in old dungeons and their families may reward rescues
04 Wanted: The Wizard Grawyn Vodnoch who is wanted for graverobbing, witchcraft, letchery and perverted acts. 500gp alive 300gp dead. An extra 50gp for any accomplishments you can bring back to testify   
05 Wanted: The warlock priest Gramthorn Bloodweasel. FInding this mysterious person and their infamous stag horn helmet is worth 400gp and 20gp for heads of any of his cultists
06 Wanted: The traitor Lady Jemran Bloodbourne is living as a robber knight, causing border disputes. 300gp for her capture 10gp per robber gang member's head, and 400gp if you can prove any nobles have been supporting her in secret
07 Wanted: The Witch Giniffer Gnorfyrker who has been souring milk, talking to goats, stealing cats, shitting in people's chimneys, scaring children looking in her windows and selling fake potions to foolish old men. Its 40gp if you can bring her to court for her mischief
08 Wanted: Information leading to destruction of the Yellow Sigil Cult 300gp, 100gp if you can capture a cultist and we exctract a conffesion 200gp if they turn out to be a leader.  Will pay for any evidence or witnesses to come forth
09 Wanted: Brother Allas, notorious bandit friar, womaniser and violent drunk. 50gp to capture him alive to church authorities
10 Wanted: The notorious werewolf family the Valdeen have been eating travellers 400gp per confirmed werewolf corpse 500gp if alive. If you turn up with dead bodies that are not werewolves you might get executed
11 A wagon of spices was taken by hideous hyena folk please go recover it for 400gp
12 Bolts of silk were stolen and for a noble wedding dress. 250gp for cloth and extra 80gp if you beat criminals soundly and shame them
13 Barrels of ale needed for a feast has been stolen by a gang of halfling louts. They will probably throw rocks at you but they wont fight you 80gp if you get it back
14 Recover magic beans stolen by a local idot before he plants them all 120gp if your quick
15 Gang stole silver ornament and owner wants someone to negotiate it back or take it if needed she will pay up to 80gp for the item to be purchased but if they dont sell she will pay 200gp to take it back and cause lots of damage
16 Wicked knight dishonourably murdered a young knight and dragged his body away to his ruined tower lair. The family will pay 250gp to recover the body, arms and amour of the knight but will pay 500 if you best the evil robber knight
17 A gang has taken a prize horse from a family who want their beast back unharmed. The gang are notorious brawlers and now include a famous professional duellist. Go and get the horse back for 200gp or 300gp if you defeat the duelist and humiliate them. Will pay more for more amusing revenge plots
18 A prize poodle of a noble was snatched by sewer kobolds a 200gp reward if you find it or an identical dog that can pass a noble daughter's inspection. We can probably claim dog has amnesia or trauma to get by. Bring a few dead kobolds to to make sure to gey some shit and blood on you
19 Bandits have taken a nobles bed being moved between manours. Go get the bed. Will pay 400gp if unharmed. Dont search any of the cabinets, draws or secret panels
20 A taxman was robbed and beaten and wants to recover the books 250gp and 10% of any money recovered by the bandits. 10gp per bandit head and 100 for the leader of the bandits Tom Winkins 
21 Gourmet tourists want to see poetic ruins and see some real dungeon monsters in the wild. They expect to help shoot a monster and have it prepared by their personal chef. 200gp for a week work but only expert dungeon bastards need to apply, the more authentic the better
22 A wizard wants to take rubbings of various standing stones and dolmen and will pay 100gp a week for escorts and there will be time to visit local ruins 
23 Members of a mens brotherhood from a town want escorts while they hunt and kill frontier monsters 200gp a week. They are possibly more like a violent gang of rich sadists
24 Hunters need escorts for hunting some exotic mythic beast that most people say does not exist. 120gp a week and yes it does exist and is supernatural
25 Werewolf hunter club want revenge and need escorts to round up some of the beasts for the common good
26 Elves want some brutish humans to escort them while they evaluate human lands, counting trees and livestock and examining human defences. 120gp a week or may offer elf magic items. Some might plant some rapid-growing acorns or fruit or nut trees 
27 A noble wants an entourage to look fearsome in front of other nobles and thinks murder hoboes will get him respect. He seeks noble deeds but is out of shape, so appreciates help fighting monsters, minions of evil knights and evil cults
28 A taxman needs to survey a district and needs to hire an escort 100gp a week and tax breaks. Will get plenty of time to loot local dungeons from non tax paying monsters and criminals
29 A witch hunter needs some bold soldiers of salvation to help him run his sleazy blackmail racket. An expert on turning locals against each other, taking what he wants and setting mobs on those who dont give him what he wants. 80gp + bonuses in the event of a witch's assets seized
30 A writer needs an escort to write a traveller's guide and hopes to include standing stones, ruins and interesting locations. 100gp a week + bonus danger pay if violence required
31 A monk seeks lost scrolls in a haunted monastery and needs guards
32 A scholar seeks to dig up a tomb and needs adventurers to deal with angry undead pests
33 A castle ruin is said to have an intact dungeon complex under it. Go see if there is anything valuable or dangerous there
34 Pilgrims wish to visit a ruin, but bandits have been preying on them and may lie near the ruins
35 A priest requires help to find a lost shrine said to be in an abandoned area in the woodlands
36 Gnomes seek to recover machines from a ruin, but need goons to fight the guard automatons
37 A monster has been eating people, and locals believe it lives in a ruined tower in the woods
38 A scribe studying a family tree wants to see the graveyard in a village abandoned during a plague and needs some guards, as the area has lots of wolves
39 A wizard needs guards to explore a ruined tower in the dark woods
40 A druid wants the ghouls cleared out of a holy ruin, who are eating the dead of ancient heroes
41 Search a cave lair of a creature to see how deep it goes
42 A haunted cave is said to be used by a devil cult and has a hellgate to corrupt the world
43 A notorious witch cave where different kinds of witches meet has been busy lately
44 A famous beast lives in a certain cave, they say, and slaying it would bring glory!
45 farmers' children found a scary-looking sinkhole 
46 Some say a certain cave was a place where you could trade with the Underland peoples
47 A faerie mushroom cave is full of wonder and peril
48 A wolf den has a stone doorway inside. People wonder about
49 Some tiny people are living in holes in the area. Please make them go away
50 They say people lived under the hill in the old days and even had their own king
51 Map a village a cartographer has heard of by rumour
52 People report some trails not on maps could you follow them for the traders guild
53 A tax collector wants to see if rumoured villages still exist go visit and count their livestock
54 Find out why nobody wants to use a certain bridge
55 Visit prospectors in hills to trade and mark any mines you see on this map
56 A shanty town of murder hobos have set up a camp, go see if our guild should invest in its future as a frontier town
57 Contact the wild folk and non-humans of the woods and show on maps where they consider borders to be
58 Many ancient ruins are in the forest, if you could mark them we could sell maps to new adventurers
59 If you can mark ancient border stones on this map we can locate a great treasure
60 Follow a stream off a road and see where it goes, map makers want details
61 Goblins and their pet slimes and oozes have a secret shrine, burn all with fire
62 Local contracts to search and destroy cults can be obtained from a judge granting you certain powers, like a warrant to search with reasonable suspicion. You might become a rich witch hunter!
63 A giant has eaten several farmers and a lord offers a reward for slaying the monster
64 Manticores have a hidden lair and love to hunt humans, the church has offered credit for healing to any who slay them
65 A forest wyvern has snatched several riders on a road and the crown will reward who kills the beast and brings its corpse to court
66 Some kind of marine creature has snatched several dogs and sheep and now a child, find and destroy it
67 A treasonous jester, possibly a cultist, has stolen crown secrets and is wanted by the secret police dead - dont let them think he told you anything
68 A witch has been cursing the newborns of aristocrats of the forest regions. There is a 1000gp reward for her destruction
69 A village reports a false witch hunter, go quickly and kill them for a quick reward, before he fools others into committing crimes
70 A fake gentleman has scammed free luxury rooms and rich food by running away from bills. Angry creditors want them beaten and money taken. Bonus reward if they end up in prison 
71 A village is being raided and requires some adventurers to live in a free house with meals to protect them
72 A mining camp dug up some ruins and now face mysterious phantoms by night, 
73 A village has humanoids living in tunnels under their village and need help
74 A village reports a haunting on the road has mad travellers lose their way in the forest
75 A village has a famous haunted house and locals will give it to who ends the curse
76 A trading post has had troubles and merchants have pitched in for mercenaries
77 A frontier village has troubles with some fearsome monster; the ancients somehow placated
78 Several villagers complain of weird carnies and clowns travelling the land. Please collect evidence if any of evil from the regions travelling entertainers
79 Strange rogue knights stalk the roads and troubling villagers at crossings
80 The church offers rewards for identifying cults and collecting evidence 
81 Border patrol requires contract mercenaries for some road routes
82 Patrol wants adventurers to look for goblinoid camps in region
83 Patrol have a contract available to wipe out a river pirate gang
84 Patrol wants the location of a Robber knight lair. Are they secretly supported by a noble?
85 A famous gang vanish into a local cave system, go eliminate them
86 A tribe of orc horse bandits from the frontier have been raiding roads and the royal highway patrol have offered a reward for them
87 A patrol need someone to face elven nobles and their hunting werewolves in a diplomatic way without starting a war
88 Goblins from faerieland have a kidnapping racket we need freelancers to hunt them
89 Patrol maps have noted more full-grown trees are appearing daily find who is doing it and observe them
90 The border patrol hires extra fighting folk to cover them in the toughest areas on their routes
91 A mysterious someone is shitting in settlers' chimneys
92 Householders report some foul-mouthed creature living in their roof
93 A household of farming folk vanished, left food on the table and even money
94 A child has been playing in an abandoned plague village. Please locate them
95 A mysterious hill tomb has never been opened, as there is a puzzle lock that can only be opened monthly for 1 hour
96 What is the haunter of the moorlands by night? Why does it moan so?
97 Who is robbing bakeries on the borderlands? 
98 Salt merchants have had bandits create shortages, but why salt?
99 A ghost haunts a roadway, and locals want someone to help it pass on
100 Exploring abandoned villages that could be resettled might be a chance for a future respectability as a civic founder. Just check why they were abandoned first 

Sunday, 21 June 2026

Mystic class for Elfmaids & Octopi homebrew





































I wrote this months ago and am currently still unsure If I will use.
I folded the spirit symbiote into my priestly holy powers.
I ended up making more non-magic characters

Mystic Class
A magician attuned to a spirit contact who can aid the caster. A mystic has expanded their mind by being in contact with a spirit being or dividing their spirit with long suffering rites or near death trauma.The spirit may scout ahead and use other abilities an a apirit. When not in spirit form the spirit requires a host body, an item form or a familiar form to rest in between. If a spirit is destroyed it reforms from a seed in the mystic reforming when they recover spells with meditation. There are skills to enhance familiars, which can benefit a mystic. 

HD d4
 
Ams Skills 1 +1/4Lv
Arts Skills 4 +1/Lv

Attack +1/4Lv
Weapons: d6 Staff or any d4 or less weapon
Unarmed damage: 1pt
Armour: No armour or Shield

Prime Attribute: Will
gain an extra knowledge of a spell per bonus 

Spell Casting
-Pick one spell list type appropriate for your spirit, but mentalism is the standard
-cast spells as per the spell table up to the 7th order of spells
-know spells: start with knowledge of 4x Zero, 4x 1st Lv spells
-You can know 1 + Will bonus in new spells each new level after 1st
-once per day, you can renew all your spells with  8 hours of chants, craft, meditation, fasting and herbs 
-require spoken sounds, gestures & material components 
-material components include crystals, gems, mushrooms, herbs, caligraphy, art or incense

Spirit Symbiote
Mystics have a special spirit friend who increasingly bonds to them. There is a d12 table for what kind of spirit ally tradition you belong to, and each mystic requires a means of storing their resting spirit. The spirit is often first met in a ritual or traumatic event where the spirit came to aid the character. Your spirit exists in a 
hierarchy of other spirits and many dungeons and haunted places have spirits. Spirits are ethereal non non-material beings invisible to normal mortals but visible to the host and other spirits. They often have hot takes on what you are doing, even when you dont ask.

d12 Spirit Source
1 Lower Planes beings of hells, underworlds and the myriad of demonic worlds
2 Nature spirits of the mortal plane (land, plant, animal, water, wind)
3 Faerie spirits of faerieland
4 Elemental species often have a beast-like form
5 Poltergeists, troubled spirits of the dead, put to good work
6 Land spirits of certain places, wild, rural, urban or dungeon
7 Ancestral spirit, possibly a magician, often gives unwanted advice
8 Fetch Spirit, a part of your soul, possibly a spiritual twin or shadow  
9 Ghost of a friend, lover, family or mentor  
10 Radient alien spirits of law or star spirits 
11 Shadowy void spirits of the outer darkness who hunger for life force to feed on
12 Cherabim or other winged spirit guardians of the upper worlds

The spirit begins as an invisible spirit on the ethereal plane. It can be see and be seen by other similar ethereal spirits and detected by some spells. It can pass through barriers only on the mortal plane or non-magic with a Mov of 12. At each level, the mystic's use of their spirit power improves. They recover daily after rest and meditation. Spirit attacks can fight other non-material ethereal beings for a d3 attack, but not material mortal enemies. If HP destroyed the reform the next day. There are various familiar boosting skills to enhance them. 

Lv1-4
spirit use per round per level
scout ahead in the 
ethereal plane border and report back by touch contact what it has seen
1HP + Will bonus per Lv, AC+3 requires planar, silver, cold iron or magic weapons to harm, d3 attack vs spirits 
Lv5-8
spirit use per ten-minute turn per level (or until destroyed)
d4 HP per Lv, AC+5 requires +1 magic weapons to harm, d4 attack
Can travel the ethereal plane and speak to other spirits
Lv9-12 
spirit use per hour per level (or until destroyed) 
d4+1 HP per Lv, AC+7 requires +2 magic weapons to harm, d6 attack
can travel the faerie, dream and nightmare planes
Lv13-16 
spirit use per hour per level (or until destroyed)
d4+2 HP per Lv, AC+7 requires +3 magic weapons to harm, d8 attack
can travel the inner elemental planes
Lv17-20 
spirit use per hour (or until destroyed)
d4+3 HP per Lv, AC+7 requires +4 magic weapons to harm, d10 attack
can travel the outer planes and the astral plane 


Spirit Vessels
Pick One. When your spirit is not in use, it requires time in a container to recover and rest. While in a vessel form, they cannot also be a free-roaming spirit.

Hosts Body
Symbiotic spirit bonded to your soul or formed from it by strange forces from beyond. While safe inside you, it confers some benefits and offers you a different internal monologue of advice or just nagging

Lv1-4 Alerts a sleeping host to threats
Lv5-8 Confers protection from evil on host while inside
Lv9-12 Host can see spirits, invisible or ethereal beings 
Lv13-16 
Host who has failed saves to resist vs possession, confusion, sleep, charm or spells cast by spirits gets an extra saving throw using the spirit's chance
Lv17-20 Can teleport or planeshift host to location twice per day 

Familiar 
Form a material body to recuperate or aid the host. May become immaterial again as required. Unarmed attacks are magical damage like a spell effect but made in the physical form against similar targets. Familiars may be customised, and abilities changed from these with the GM approval by sacrificing attacks or reducing damage dice. 

Lv1-4 Form a small material body at will, usually a pet or small winged humanoid, d4 unarmed
Lv5-8 Form a medium body form at will, often more humanoid and well dressed. d6 unarmed
Lv9-12
 Form a large body form at will, often a mount, 2x d6 unarmed attacks
Lv13-16 Form a large body form at will, fly 24 or borrow 6 or swim 12, 3x d8 unarmed attacks
Lv17-20 
Reforms from destruction with 4d6 of host HP, Attackx3 d12

Item
 
Forms a magic item which can be used as a material component for spells (as a spell focus skill but you can have both). The item appears or disappears at will when not used or the spirit is out in ethereal spirit form. It has no encumbrance for the host. Various item choices exist but require skills to use. Thrown weapons return at the end of the round to the host.

Mystic weapon or armour 
Lv1-4 +1  
Lv5-8 +2 
Lv9-12 +3  
Lv13-16 +4
Lv17-20 +5

Mystic Tool (staff, wand, doll, cards, rod, book or medallion)
Lv1-4 know +1 Zero and 1st lv spell for levels 1-4
Lv5-8 know +1 2nd lv spell for levels 5-8
Lv9-12 
know +1 3rd lv spell for levels 9-12
Lv13-16 know +1 4th lv spell for levels 13-16
Lv17-20 know +1 5th lv spell for levels 17-8


Friday, 19 June 2026

6-Room Dungeon gothic tomb revision 3





































Origional Series
1 Redbrick + Update 1
2 Goblin Mine + Update 2
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

mapping your 6 room dungeon 

Environment 
Dungeon Defence
Conditions
d12 Sounds & Smells
d12 Rumours
d12 Missions
d12 Factions
d12 Allies 
d12 Enemies
d12 Special Treasure
d12 Special Feature 

Environment
Brick and stone with ornate pillars, grand staircases, ornate often gloomy themed art and stone carvings. Often has religious and underworld images. Moss and lichen may grow over surfaces. Dead floral wreaths, offerings and cobwebs might be commonplace. Doors are solid to keep out robbers. Some have magic traps and seals or more mundane traps. Robbing grave treasure and corpses is a concern of these complexes. Magical lighting is common but torch brackets, lanterns and candles might pe present awaiting someone to light them. Many tombs have slabs on the floor covering graves, niches in walls possibly sealed for coffins and stone sarcophagi are common. Secret doors may be included if someone feared being buried alive or for repairers or religious offerings. 

Dungeon Defence Conditions
5 DEFCON Blue - Peace 1in12 encounters
-quiet like the grave, all seems silent, undead are at rest, seals intact
4 DEFCON
Green - Increased intelligence 2in12 encounters
-some undead wander as seals broken, intruders like thieves become likely
3
DEFCON Yellow - War Ready 3in12 encounters
-gates and doors barred and locked, traps set, guarded chokepoints, poltergeists active
2 DEFCON Red - Ready to deploy 4in12 encounters
-more powerful undead and followers hunt for intruders, haunting phenomena & spirits arise
1 DEFCON White - Total war imminent 6in12 encounters
-spirits and walking dead active and waking dream hantings overlap reality with illusions 

d12 Sounds & Smells
1 Bell tolls
2 Chains rattling
3 Moans or screams
4 Drips or running water but none in sight
5 Monk chanting or choir music
6 Scraping or dragging stone sounds
7 Smell of musty mould spores
8 Smell of dust
9 Smell of incense or dead flowers
10 Smell of decay
11 Rotting odour
12 Smoke

d12 Rumours
1 These tombs, once defiled, have roaming 
angry undead at tomb robbers
2 If their offerings stop, the dead become hungry and crave living flesh
3 Some undead guard their own tombs, others hunt the living out of spite
4 Beware spirits that can possess the living, maybe have some code words
5 If you die in a cursed place or are killed by some undead, you will join them
6 A priest can help a tomb robber, but the right priests don't approve of graverobbing
7 Some undead can be put to rest by helping with their unfinished business
8 Often, a central cursed figure has damned the whole tomb with restlessness
9 Necromancers pay for bodies and might help deal with undead, just watch them well
10 Cults of the dead love such places for the vibes or might long to embrace undeath
11 Sometimes, the undead fight and rob or eat each other. Some even cheat on their spouses
12 Some undead can be bribed with grave goods, tomb repairs, offerings or a kiss on the lips

d12 Missions
1 Clean and repair the tomb on the inside, dont hurt my snappy undead family members
2 Undead nobility are awakening other dead and mobilising them from the tomb
3 A treasure was stolen from our clan and buried in a tomb dedicated to the grave gods
4 An undead has used magic to hide their form and seduce locals, find and destroy them
5 A clan of ghouls have a nest and is ravaging a local graveyard and breaking its wards
6 Scholars want to see the undead up close, so they need escorts and an exorcist for a haunted tomb
7 A hill tomb was unearthed by amateurs, now a prehistoric undead king is roaming by night
8 Locals have died and returned as undead. The original creature is in a local tomb
9 An undead noble has demanded 3 brides and has taken his first victim into their tomb
10 A local person has been seen feeding and talking to undead but they were wearing a hood
11 Medical students angered a tomb complex and the dead have declared war against the living
12 A sorcereror was buried in the tomb with some unusual instructions and since then weird lights and walking dead have been seen around the tomb. A walking mass of worms in the form of a humanoid has been seen comanding the dead. Go stop it

d12 Allies
1 Grave cultists preserve the sanctity of tombs and repair them. They worship the dead and leave them gifts. They use magic to not offend the living and most often guard entryways. If found deeper, it will be to guard an important place
2 Giant spiders eat all kinds of giant corpse-eating bugs and theives. They may choke areas in webbing or occupy a whole chamber or lurk in the ceiling
3 Grave spirits will invisibly watch the tomb and will awaken the dead; they may be appeased at a shrine. May act like a poltergeist and use traps or thrown objects
4 Necromancers might set up here to create the undead and the evil vibe of the tomb. They might respect or compete with intelligent undead
5 Living statues, gargoyles and golems are costly, but effective defences so the dead can rest 
6 Elemental creatures may be bound with magic as part of a tomb's defence
7 Grave Jackals burrow into tombs as homes and keep them free of giant rats and theives. Also add to the clutter of bones. They serve underworld gods
8 Spectral figures, most like dreams or illusions acting in loops, some armed ones can fight and cause real wounds and others will talk for hours
9 Shadows can form from partial remnants of a departed spirit or even come from the underworld. You can sate them with sacrifices of burned offerings or wine but they really want to drink your strength
10 Spirit folk might live inside part of the tomb alone or in a group. They often willingly maintain the place, or they might be imprisoned under a great curse. They appear as tomb residents and are accepted by the undead as locals. Their alignment can vary wildly (d4 spirit folk changelings 1=beast 2=elemental 3=outer planar 4=plant or fungi)
11 Certain fungal life forms help protect the tomb and dont menace the undead. Ambulant fungus includes giant puffballs, shrieking mushrooms, mould, exploding tools, and ultraviolent flesh-rotting toadstools. Too much fungus will eat the dead and encourage monstrous life 
12 Upper or Lower Planar creatures might be bound or be summoned as part of tombs defence 

d12 Enemies
1 Ghouls eat tomb dead, even undead and are smart enough to deal with cults or crime
2 Invertibrates might break in the tomb to eat the dead, some sentient
3 Vermin swarms like rats, flies or tomb wasps might form nests
4 Fungus colonies can thrive in a tomb, and fungus-born undead dont sync with regular undead. Will attract bugs, lizards, toads and goblins
5 Slimes and oozes might clean some rubbish, but will eat the dead if given the chance
6 Tiny goblin kin like gremlins may infest a tomb and defile the dead
7 Giant ants or termites decide to move in, and some rare ones might deceive the undead
8 Graverobbers clans are thieves who have robbed the dead for thousands of years
9 Resserectionists are necromancy students who rob corpses to fund tuition fees
10 Dark faerie spirits come through roots and fugal tendrils and stay for the vibe. They may take over ur create own undead to surplant locals. They also add their own defences and decorations
11 Ghostly spirits may live inside artworks in eternally recursive events. Some may come out to possess a human or might form a body and desire to interact with humans. They might help noble intruders or fall in love with them. Forfilling their life mission or confronting them with their remains might make them pass on, but the first one is less traumatic 
12 Abhuman beast folk are invading and may have control over some locations. Their priests may have managed to herd the undead so the basic goons can build barricades. Beast folk could be huge abhumanoids, changeling spirits or small furry friends, (include d12 1=rat 2=badger 3=mole 4=bat 5=worm 6=pillbug 7=worm 8=fly 9=vulture 10=raven 11=wolf 12=spider)

d12 Special Treasure
1 Warding sticks that mark an area protected by a magic trap
2 Grave seal protects a door or a sarcophagi lid from intrusion and the body inside from being available to evil powers
3 A giant toad which sits on a treasure pile of d4 x1000 coins, can be lured off with giant bugs and possibly tamed
4 A golden necklace of protection but really it holds a malicious spirit that controls the wearer
5 A family heirloom magic weapon +1 and (d4 1=cast light on command 3x a day 2=detect magic x3 a day 3=+2 vs undead or other monster type 4=intelligible and cast cure light wounds on self once a day)
6 Gold ring with a gem (d4 1=protection +1 2=free action 3=featherfall 4=resist fear)
7 Holy symbol with (d4 1=+1 use of holy power a day 2=+1Lv with one common spell 3=+1HP on healing spells 4=cure disease once per week)
8 Grave Diggers Spade d6 damage 2=h weapon 2d6 vs undead with material bodies, dig a cubic foot of earth a round
9 Sickle of the Grave, a silver-bladed +1 sickle d4 or d6 to undead, 1in6 instead a scythe +1 2d4 or 2d6 vs undead, leaves a silver streak and an eerie sound when swung at the dead 
10 Potion of the grave, makes you invisible to non-sentient undead for d d4+1 ten-minute turns, a favourite of grave robbers
11 Sacred Incense, a cone of compressed sweet holy spices and resins, one dose makes an area repulsive to undead as a stinking cloud spell for ten minutes. Smart undead will complain and be disgusted, others will shuffle away. Incorporates some dust of a saint
12 Zombie Potion, a black brew poured on a grave animates an intact corpse as a zombie. It obeys for one hour before it gets bored and wanders off on own

d12 Special Feature
1 Underworld portal is sealed by a magic puzzle and guarded
2 A black and purple crystal grows in a corpse and helps animate the undead
3 An ancient book of evil was lost in this tomb. Various evil factions want it
4 A mischievous spirit living in the tomb has been leading the undead to raid the region
5 A cursed relic here is reanimating the dead, who are resentful and moan a lot
6 Undead servant faction fighting for control of the tomb
7 A famous historic character and some minor ones are buried in this tomb
8 A long-lost song is supposed to be recorded in tomb art
9 Ancient tomb murals can be haunted and the spirits live in a tiny looped world within 
10 A powerful undead thrall of a dark lord has come to the tomb to corrupt it to darkness
11 An older sub-level from prehistory or prehuman times can be found going deeper
12 Various undead, haunted art, spirits and beings in the tomb form a community and gather to gossip, they talk lots in combat and unite to avenge dead undead friends