The Haunted Shrine of Gaiporo

Hun Khi. Created using Campaign Cartographer’s Empire of the Sun style.

In the ancient land of Hun Khi, somewhere to the southeast of Mt. Saga, lies the small lakeside village of Gaiporo. Serene and picturesque, this village thrives on the bounties of the nearby lake and the lush surrounding forests. However, a chilling presence lingers beyond the village’s borders, concealed within the depths of the misty forest.

Hidden away in the foothills, stands the Haunted Shrine of Gaiporo. For nearly seven decades, this sacred place has remained untouched, haunted by the spirits of the Toyagaru family. These ill-fated siblings met their untimely demise when a rival warlord’s agents infiltrated their home, slaying them in their sleep.

Tethered to this world by an unquenchable thirst for revenge, the ghostly apparitions of the brothers now haunt the shrine. These vengeful entities manifest themselves when any approach. In death their faces have taken on a bestial look and their eyes glow a crimson red.

Whispers of their spectral presence have long circulated among the villagers, filling their hearts with trepidation. Legends speak of the fabled Twin Blades of Toyagaru, two exquisite swords of immense power and mystical enchantment. It is said that any who can defeat the vengeful spirits or bring peace to their souls by exacting revenge upon the rival warlord’s family may claim these legendary weapons as their own.

Vengeful spirit of Hideo Toyagaru. Art by © 2015 Dean Spencer, used with permission. All rights reserved.

Brave adventurers seeking glory and riches may find themselves drawn to the Haunted Shrine of Gaiporo, enticed by the lure of the twin blades. But beware, for the path to redemption is fraught with danger and the spirits of the Toyagaru brothers are not easily vanquished. To claim the fabled swords, heroes must navigate the misty forest, face spectral adversaries, and uncover the truth that lies hidden within the shadowed depths of the shrine.

Conclusion

The Twin Blades of Toyagaru. Art by © 2015 Dean Spencer, used with permission. All rights reserved.

Thanks for stopping by. I am trying to find the sweet spot with these, where I provide an interesting idea to build an adventure around without going too deep. If you have a preference either way, please drop me a note in the comments.

In the meantime, you may find all of my maps with plot hooks here. Random lists may be found here.

That’s all for now. Have a great week!

50 Random Maritime Encounters to Enhance Your Tabletop RPG Adventures

Ahoy mateys! Continuing along with my series of random lists I am going to add some maritime encounters. As with my post about 50 Wilderness Encounters, all of these could range from unexplained occurrences to hooks for you to base entire adventures off of.

When your party is traveling from one locale to another, waterborne travel is common. Rather than hand-waiving the journey, sometimes you want something interesting to happen. During these voyages you may find yourself wanting a non-combat encounter. I find that occasionally tossing in something like this will help to keep everyone engaged during long periods of travel. Whatever the case, roll a d100 and consult below, to find out whether there be stormy seas ahead.

Doodle made with Campaign Cartographer Mike Schley Overland Style.

1-2. Bioluminescent Delight: The water glows with ethereal light as the ship sails through a mesmerizing stretch of bioluminescent plankton, casting an otherworldly ambiance.

3-4. Celestial Navigator: The night sky reveals a constellation that guides the ship, providing a temporary bonus to navigation or granting insight into a hidden location.

5-6. Mysterious Fog Bank: The ship sails into a dense fog bank, concealing strange sounds and eerie shapes. It dissipates after a while, leaving the crew wondering what they witnessed.

7-8. Song of the Sirens: A hauntingly beautiful melody fills the air, captivating those aboard the ship. The source of the music remains elusive but stirs intense emotions.

9-10. Message in a Bottle: A weathered, sealed bottle bobs alongside the ship, containing a message from a distant traveler seeking aid or sharing a cryptic riddle.

A playful dolphin escort. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

11-12. Dolphin Escort: A playful pod of dolphins joins the ship, gracefully leaping and swimming alongside, as if guiding the crew towards a significant discovery or impending danger.

13-14. Flotsam and Jetsam: The ship encounters a floating debris field, harboring remnants of a shipwreck, valuable items, or a survivor desperately in need of rescue.

15-16. Mermaid’s Lament: A mournful melody reaches the ship’s ears as a curious mermaid emerges from the water, sharing a tragic tale or offering a cryptic warning.

17-18. Roving Trading Vessel: An unusual ship, brimming with exotic wares and colorful characters, sails by. The crew has the opportunity to engage in trade or gather information.

19-20. Oceanic Mirage: The crew spots a mirage on the horizon, appearing as a shimmering island or a distant vessel. It fades away as they approach, leaving them questioning their senses.

21-22. Storm’s Symphony: The thunderous storm that brews overhead transforms into a mesmerizing symphony of lightning and thunder, evoking awe and granting temporary inspiration to those who witness it.

23-24. Whirlpool’s Secret: The ship sails near a powerful whirlpool, revealing a hidden underwater cave or ancient treasure chamber accessible only during certain tidal conditions.

25-26. Starlit Reflections: On a calm night, the stars above reflect perfectly on the undisturbed sea, creating a breathtaking celestial mirror that mesmerizes those who witness it.

27-28. Lost Mariner’s Journal: The crew discovers a waterlogged journal floating in the sea, chronicling the adventures of a long-lost sailor, and revealing valuable navigational insights or hidden knowledge.

29-30. Coral Reef Serenade: A choir of aquatic creatures harmonizes in a symphony of song and dance, performed around a vibrant coral reef. Witnessing this enchanting display grants a temporary bonus to charisma-based checks.

31-32. Ghostly Flotilla: A spectral armada appears on the horizon, manned by the shades of long-deceased sailors. They pass by the ship without interference, leaving the crew with a sense of awe and wonder.

33-34. Enchanted Breeze: A gentle breeze fills the sails, carrying with it melodious whispers that share tales of forgotten lands or distant legends, inspiring the crew’s creativity.

35-36. Lighthouse Beacon: A remote lighthouse emerges from the darkness, providing a guiding light for ships at sea. It serves as a welcoming haven or harbors a secret within its walls.

37-38. Kraken’s Lullaby: The ship sails through an area inhabited by a slumbering kraken, surrounded by a serene calmness that evokes a sense of tranquility and safety.

39-40. Triton’s Greeting: A regal triton emerges from the depths, offering guidance or challenging the crew to a riddle or contest, promising rewards for success.

41-42. Spectacular Migration: The ship witnesses a breathtaking migration of aquatic creatures, such as massive whales or graceful sea turtles, granting a temporary connection to nature for those who behold it.

43-44. Sunken Ship’s Bounty: The crew spots a partially submerged shipwreck, still holding valuable cargo or secrets waiting to be discovered with the aid of skilled divers.

45-46. Mystic Tides: The ship sails through a region where the tides take on a mystical quality, revealing submerged paths or hidden entrances to underwater realms.

47-48. Elusive Seafarer: A mysterious sailor, speaking in riddles and prophecies, boards the ship briefly, imparting cryptic knowledge before disappearing as mysteriously as they arrived.

49-50. Living Reef: A massive, sentient coral reef comes to life, interacting with the ship and its crew, sharing ancient wisdom, or granting a temporary blessing for respecting the sea’s harmony.

51-52. Mysterious Shipwreck: The ship stumbles upon a sunken vessel that defies explanation. It appears to be from a time long past or a civilization unknown, tempting the crew with the allure of lost treasures and untold stories.

53-54. Haunted Waters: The ship sails into an area haunted by vengeful spirits, causing unsettling phenomena such as flickering lights, disembodied voices, or objects moving on their own. The spirits may have a message to convey or require assistance to find peace.

55-56. Legendary Seafarer’s Rest: The crew discovers a hidden island where a legendary seafarer, believed to have perished long ago, resides in peaceful seclusion. They can offer valuable advice, teach new skills, or share tales of the sea.

57-58. Eerie Sea Silence: The ship enters a region where all sounds are absorbed, creating an unsettling silence that heightens the crew’s senses. It may hold hidden dangers or offer a respite from the usual clamor of the sea.

59-60. Leviathan’s Wake: A massive leviathan breaches near the ship, its sheer size and power awe-inspiring. The encounter may evoke fear, but it could also serve as a moment of reverence for the wonders of the natural world.

61-62. Treacherous Currents: The ship finds itself caught in powerful currents, requiring skilled navigation or clever tactics to escape their grasp. Success brings a sense of accomplishment and the admiration of the crew.

63-64. Mirage Island: A mirage of a lush, tropical island appears on the horizon, complete with palm trees, pristine beaches, and the promise of relaxation. However, it proves elusive, vanishing as the ship draws near.

65-66. Seafarer’s Graveyard: The ship comes across a desolate area littered with the wreckage of countless vessels. It serves as a chilling reminder of the sea’s unforgiving nature and may hold clues to the perils that lie ahead.

67-68. Lunar Tide: The moon’s gravitational pull creates an unusually high tide, revealing hidden caves, underwater passages, or submerged treasures that are normally inaccessible. The crew must act swiftly to explore before the tide recedes.

69-70. Whispers from the Deep: Faint, unintelligible whispers rise from the depths, hinting at ancient secrets or forgotten knowledge. Deciphering these mysterious voices may lead the crew to a hidden discovery.

71-72. Enchanted Seashells: The crew finds seashells imbued with magical properties, granting temporary enhancements or spellcasting abilities. These shells can be used in rituals, traded for favors, or kept as valuable souvenirs.

73-74. Lost Navigation Charts: A tattered and waterlogged set of navigation charts drifts alongside the ship. Although damaged, they provide hints to hidden routes, uncharted islands, or treacherous reefs.

75-76. Monstrous Migration: A migration of colossal sea creatures, such as giant sea serpents or immense octopuses, causes a temporary disruption in the ship’s course. The crew must navigate carefully to avoid colliding with these awe-inspiring beasts.

77-78. Singing Sandbar: The ship encounters a sandbar that emits melodic tones when struck or walked upon. This enchanting phenomenon grants temporary bonuses to performance-based skills or attracts the attention of curious creatures.

79-80. Sunken Temple: The ship comes across the ruins of an ancient temple submerged beneath the waves. Exploring this underwater marvel reveals forgotten relics, hidden chambers, or puzzles that guard ancient knowledge.

81-82. Poltergeist Seas: The crew finds themselves in a region where mischievous spirits play pranks, causing objects to move, disappear, or reappear in unexpected places. Overcoming these antics may lead to the spirits’ gratitude or further challenges.

83-84. Ghostly Navigator: A ghostly figure materializes on the ship, possessing vast knowledge of uncharted waters and navigation techniques. They offer to guide the crew to a specific location or reveal a hidden treasure before fading away.

85-86. Stormcaller’s Orchestra: The ship sails through a storm infused with a symphony of sounds—thunder, rain, and wind harmonize to create a captivating, almost musical experience. The crew may find inspiration or insights within this natural spectacle.

87-88. Enchanted Bioluminescence: The waters become alive with a radiant display of bioluminescent organisms, illuminating the ship’s path, and creating a mesmerizing scene. These enchanted lights may have magical properties or attract otherworldly creatures.

89-90. Navigational Riddle: The crew encounters a magical puzzle or riddle inscribed on an ancient stone marker. Solving the riddle reveals a hidden navigational route, a forgotten island, or a trove of valuable information.

91-92. Pirate’s Buried Treasure: Following a cryptic treasure map, the crew discovers a hidden cache of pirate loot buried on a remote island or at the ocean floor. Unearthing the treasure may attract the attention of other treasure seekers or supernatural guardians.

93-94. Siren’s Song: The ship becomes entranced by a hauntingly beautiful siren’s song, threatening to lure the crew to their doom. Overcoming the enchantment requires strong willpower or counteracting the song with a different melody.

95-96. Aerial Show: Majestic flying creatures, such as giant roc or shimmering dragons, engage in an aerial display above the ship. Observing these magnificent creatures may bestow temporary flight or inspire tales of mythical creatures.

97-98. Becalmed: The ship sails into an area where the wind mysteriously vanishes, leaving the vessel stranded in a state of calm. The crew must find creative solutions, such as rowing or utilizing magical means, to navigate and escape this stagnant situation. Time may become a pressing concern as supplies dwindle.

99-100. Calm Before the Storm: The sea turns eerily calm, an unnatural stillness that precedes a violent storm. The crew must prepare for the impending tempest or search for shelter to ride out the waves and winds.

Conclusion:

That is all for now. I hope these additions bring a bit of wonder to your party’s seafaring exploits. Thanks for stopping by. If you have any suggestions for other encounters, please leave a note in the comments.

If you would like to see my other random lists, you may find them here. My maps with plot hooks are collected here. Finally, I have a few general posts here. Have a great week!

Consider Creating a Player’s Guide for Your Campaign World

When it comes to running tabletop role-playing games (TTRPGs), there is no one-size-fits-all approach. Some players enjoy diving deep into character creation and exploring complex rules and mechanics, while others prefer a faster, more streamlined experience. That is ok. There is no “right” way to enjoy the hobby, and it is all about finding what works best for you and your group. This post will not be for everyone. I am merely sharing something that works well for the groups that I run games for.

I personally enjoy digging into my games. I see character creation as part of the game and not some chore that must be suffered though. As a GM, working on my campaign world gives me a great deal of joy and is probably just as much fun to me as actively playing.

Creating My Player’s Guide

While not necessary, I will usually create a campaign map once my player’s guide is complete.

As I did when I wrote my post about creating a Who’s Who for your campaign, I wanted to share something that I enjoy doing for my campaign settings. When I am in between games and decide that it is about time to start a new campaign, the first thing I will do is start jotting down some notes to create a player’s guide.

It all starts with my original inspiration. Perhaps a new book series or movie caught my attention or possibly I stumbled onto some old property from my youth that I wanted to build on (this was the case with the Land of the Lost influence in my Revisiting the Isle of Dread post.) By this point I will likely know what genre I am picturing and probably also know which game system I want to use.

Next, I will get down to more formally capturing my thoughts. This step usually takes place in a Word doc or spiral notebook. I will tell my players a bit about what to expect from the campaign. For instance, will this be an epic tale of saving the world or a lighthearted romp in a fanciful setting?

Mind you, this is far from complete. I am not proposing mapping out a full campaign here. There is no way I could know what kind of twists and turns will develop. I merely know what kind of game and what kind of setting I want to be playing in.

A polished up player’s guide that has evolved over a few campaigns.

From there I start to think about the types of cultures that exist in the world. For example, if I want to include a region that is vaguely similar to ancient Greece or the Shire from The Hobbit, I note that. I will create a name for each region and jot down a few facts about it. Again, this is far from complete. I do not force anything but rather list the areas that come to me organically.

I do not go crazy with this but rather provide enough information to remind myself (and my players) “Hey, this place is similar to ancient Greece.” In the case of any unique locations that were purely created by me, I simply strive to give players enough of a feel for the location to allow their imagination to fill in the blanks.

Finally, if I am running with some new players I might also include some information about the various classes or professions that will be available in the campaign. This is largely dependent on the game system we are using and which selections I feel would be a good fit for the campaign.

With all of this information in hand, I will then polish it up a bit. I format things and drop in some pictures to help convey what I am going for. There is no need to go crazy here, though I find that making the player’s guide look sharp goes a long way toward early player buy in. Once everything is in order, I will distribute the document to my players. I ask them to skim through and give me feedback as to where they think they would like their character to come from, as well as what class/profession they would like to play.

The Players

I enjoy the process once my players get hold of the document. Again, if you are the type who prefers to roll up characters in 5 minutes and hit the dungeon, this probably is not going to appeal to you. However, for our games, this really starts to breathe life into the budding campaign.

Over the course of the next week or so, players will reach out to me with questions. Some may immediately relate to certain areas within the campaign world and decide that is where they want their characters to come from. Occasionally a player might not see a locale that calls to them. When this occurs, it is not a problem but rather an opportunity for us to discuss and possibly add something new to the document.

Natural questions develop about certain regions such as “What is the capital city of _____?” or “What deities are worshipped in _______?” I generally do not know the answers to these questions until they are asked but am able to create them once I know that they are of particular interest to my players. As I do, I jot them down and add them into the document. In this way I am not filling in an entire campaign setting from scratch but merely focusing on the parts that are important to my players.

An old player’s guide from my friend Mike’s game, dating back to ~1988.

You may have noticed that I did not mention a section on races/ancestries for the game. That is largely because I tend to run games that are lower fantasy and human centric. When I do have nonhumans in my games they would generally be mentioned in the location description. Something like “Westberry Farthing” might be listed as the pastoral home to the Halflings or “Tindu Loren” could be home to the Forest Elves. On the off-chance that a player wants to play something like an anthropomorphic rabbit, they can always discuss with me and we will see whether or not it would make sense in the world.

Closing

That is really all there is to it. As with previous posts, this may all be common sense to you or you may see it as completely unnecessary. If that is the case, that is fine. This is simply a little tool that has been valuable in my home games and has given me a great deal of pleasure outside of our actual game sessions.

Beyond the value for the campaign at hand, I will often resurrect old player’s guides for other campaigns down the road. When reused like this I can often update them with new information, based on all of the adventures that have already taken place. This process saves me a great deal of time and also adds to the richness of the campaign world.

That is all for now. Do you do anything similar to this with your own games or do you have any tips or suggestions to add? Thanks for reading.

If you would like to see some other general posts, you may find them here.

If you would like to see some maps with plot hooks, you may find them here.

Have a great week!

50 Overnight Encounters

Any band of adventurers worth their salt will take their time to set up a watch for the night. More often than not the night passes uneventfully and the journey slogs along. Sometimes you want something to shake your group up a bit, without resorting to a wandering monster.

All of these could range from unexplained occurrences to hooks for you to base entire adventures off of. It just depends on what you need for your game at the moment. I find that occasionally tossing in something like this will help to keep everyone engaged during long periods of travel.

These also work as good fillers, when I need something else to happen prior to the end of a session. Whatever the case, roll a d100 and consult below, to see what goes bump in the night.

1-2. Celestial Spectacle: The night sky comes alive with a breathtaking display of shooting stars or a rare planetary alignment.

3-4. Harmonious Melody: Enchanting music fills the air, seemingly emanating from an unseen source. The music is not loud enough to wake anyone up and will cease if any sleeping party members are awakened.

5-6. Glowing Fauna: Bioluminescent creatures emerge from the darkness, illuminating the surroundings with their ethereal glow.

7-8. Astral Projection: One of the sleeping characters experiences a vivid and prophetic dream, offering hints or warnings about their future endeavors.

9-10. Whispers in the Dark: Those on watch hear faint whispers or distant voices, carried on the night breeze. These hint at hidden secrets or long-lost knowledge.

11-12. Ghostly Encounter: A friendly or troubled spirit manifests during the night, seeking closure or offering guidance to the characters.

13-14. Lost Artifact: The characters on watch stumble upon a forgotten relic or artifact, partially buried in the ground, with unknown powers or a mysterious past.

15-16. Dream Realm: Sleeping characters find themselves in a shared dream, navigating a surreal landscape or confronting their deepest fears.

17-18. The Illuminated Path: Characters on watch notice a faint, glowing trail leading to a hidden location or an important discovery.

Standing watch. Art by: © 2015 Dean Spencer, used with permission. All rights reserved.

19-20. Time Warp: Sleeping characters experience a temporary time distortion, witnessing events from the past or glimpses into the future.

21-22. Shifting Shadows: The campsite becomes a gateway to a pocket dimension or a parallel reality, where familiar places are twisted and distorted.

23-24. Animal Messenger: An intelligent animal approaches the camp, bearing a message or a warning from a distant ally or foe.

25-26. Flickering Flames: The campfire dances and morphs into mesmerizing shapes, revealing cryptic symbols or visions to those who observe it.

27-28. Enchanted Sleep: Characters on watch drift off to sleep. When the party wakes, they find themselves in a different location, seemingly transported during their slumber.

29-30. Nature’s Blessing: A light rain starts out of nowhere. As it lets up, the characters wake up to find their wounds healed, their supplies replenished, and a sense of rejuvenation.

31-32. Moonlit Ritual: A secretive group performs a ritual under the moonlight, offering the characters on watch a chance to witness or interrupt their proceedings.

33-34. Nighttime Market: A mysterious bazaar materializes near the campsite, offering exotic goods, rare ingredients, or peculiar services.

35-36. The Invisible Hand: The characters wake up to find objects around the campsite rearranged or tidied up by an unseen helpful presence.

37-38. Luminescent Guardian: A gentle spirit of light takes on the role of protecting the characters during the night, guiding them away from harm.

39-40. The Shadow’s Beckoning: Shadows in the surrounding area come to life, swirling and forming shapes, hinting at hidden paths or secrets.

41-42. Portentous Clouds: Strange cloud formations gather above the campsite, revealing foreboding symbols or images that foreshadow future events.

43-44. The Whisperer: A mysterious figure emerges from the darkness, claiming to possess ancient knowledge and offering cryptic advice.

45-46. Trapped in a Dream: One of the characters becomes trapped in a vivid, lifelike dream, requiring the others to find a way to wake them.

47-48. Phantasmal Menagerie: A collection of spectral animals gathers around the campsite, observing the characters with curious, ethereal eyes.

49-50. Nighttime Companion: A loyal and intelligent creature approaches the characters, seeking companionship or offering assistance during their travels.

51-52. Veil of Illusion: The characters wake up to find themselves in an illusionary realm, where reality bends and shifts, requiring them to solve puzzles to escape.

53-54. Elemental Reverie: The elements around the campsite come to life, dancing and swirling in a mesmerizing display of elemental harmony.

55-56. Echoes of the Past: The characters witness ghostly echoes of historical events or significant moments that occurred in the area, gaining insights into its hidden history.

A cozy campfire as the party prepares to turn in for the night. Art by:© 2015 Dean Spencer, used with permission. All rights reserved.

57-58. Feywild Crossing: The campsite becomes a temporary gateway to the Feywild, where the characters encounter mischievous fey creatures and experience the whimsical nature of the plane.

59-60. Shadow Puppetry: Shadows cast by the campfire take on a life of their own, performing a silent and captivating shadow play that tells a mysterious story.

61-62. Whispering Trees: The trees surrounding the campsite whisper ancient secrets or foretell future events to those who listen closely, providing valuable information or warnings.

63-64. Elemental Balance: The characters are visited by an elemental spirit that offers them a unique and temporary boon related to one of the four elements—earth, air, fire, or water.

65-66. Vanishing Act: The campsite suddenly disappears, leaving the characters in an otherworldly realm or plane for a short time before reappearing in a different location.

67-68. Illusory Menace: Characters on watch are plagued by illusory creatures or illusions that mimic dangerous foes, testing their wits and abilities.

69-70. Spirit Guide: The characters encounter a wise spirit guide who provides guidance and cryptic advice, leading them to hidden treasures or revealing important information.

71-72. Ephemeral Guardians: Ethereal and translucent guardians appear around the campsite, protecting the characters from harm during the night.

73-74. Haunted Dreams: Sleeping characters share a collective dream haunted by the spirits of the past, requiring them to confront and resolve a forgotten tragedy.

75-76. Luminous Dew: The morning reveals that the campsite is covered in sparkling and magical dew, which can be collected and used for various enchanting purposes.

77-78. Aurora’s Embrace: The sky fills with vibrant auroras, and the characters are enveloped in their mesmerizing glow, temporarily granting them supernatural abilities or insights.

79-80. Time Loop: Characters on watch drift off to sleep. Then the night repeats itself, with the characters reliving the same events and encounters until they discover the cause and find a way to break the loop.

81-82. Feywild Market: A bustling Feywild market manifests near the campsite, offering strange and exotic goods, curious trinkets, and intriguing bargains.

83-84. Cursed Relic: Characters on watch stumble upon a cursed object that brings misfortune or strange effects until they find a way to cleanse or dispose of it.

85-86. Lunar Serenade: The moon’s radiant light fills the campsite, soothing and invigorating the characters, granting them temporary bonuses to their abilities.

Adventurer catching a few winks. Art by Diego Castro. Used with permission. All rights reserved.

87-88. Guiding Stars: A constellation forms in the night sky, providing guidance and navigation aid to the characters, helping them find their way or revealing hidden paths.

89-90. Feywild Poltergeist: A playful and mischievous fey creature infiltrates the campsite, pulling harmless pranks and challenges the characters to a game or contest.

91-92. Arcane Nexus: Characters on watch discover a site of potent magical energy, where spells behave unexpectedly, wild magic surges, and magical phenomena occur.

93-94. Shadow Gate: Characters on watch discover a hidden portal to a plane of darkness and gloom, where they must navigate treacherous shadows and confront shadow creatures.

95-96. Ethereal Visitors: Ethereal beings or spirits from another plane temporarily materialize at the campsite, seeking assistance, guidance, or redemption.

97-98. Starfall: A shower of shooting stars rains down upon the campsite, each carrying a mysterious and magical effect when collected or interacted with.

99-100. Night’s Blessing: The night bestows a temporary boon upon the characters, enhancing their abilities, granting them insight, or imbuing them with a sense of profound luck and fortune.

That is all for now. I hope these additions bring a bit of wonder to your party’s overnight experiences. Thanks for stopping by. If you have any suggestions for other encounters, please leave a note in the comments.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Beast of Zarechka – Part 1

Darkness looms over the quiet village of Zarechka and rumors of a fearsome beast spread through the countryside. For weeks now, the villagers have lived in terror as a malevolent creature strikes without warning, leaving behind only death and destruction in its wake.

The mayor has put out a call for brave adventurers to come forth and hunt down the beast. But as the party begins their investigation, they soon discover that there may be more to this mystery than meets the eye. Will they uncover the truth behind the terror, or fall prey to the same fate as those who came before them?

This week I’m back with another plot-hook to get your creative juice flowing. As always, I’ll try to keep this as system agnostic as possible. Rather than provide a complete adventure, I’ll set the stage and let you fill in the blanks in the manner that would best suit your table. This week’s will be a three-parter. I’ll set the stage today and then follow up with the rest.

Zarechka

Zarechka is a small village nestled at the foot of a range of forested hills, in a remote corner of Borea. The village is situated near a small river, which provides water for the villagers’ crops and animals.

Houses in the village are made of wood and stone, with thatched roofs and small gardens. The villagers are mostly farmers and craftsmen, and they lead simple lives, working hard to make a living in the rugged wilderness that surrounds them.

Despite its peaceful and welcoming appearance, Zarechka has been terrorized by a series of brutal assaults over the past month. The attacks have been gruesome and concentrated on those outside of the village, including farmers, travelers, and livestock. The villagers have heard haunting howls and strange noises emanating from the nearby forest at night and are certain that a savage beast is responsible.

The village’s mayor, Jacob Russoff, has grown desperate for a solution and has turned to the party for help. Upon arriving in Zarechka, they will feel the palpable tension and fear that grips the village. Folk look at them with a mixture of hope and desperation, praying that they are the ones who will put an end to the reign of terror that has befallen their town.

I’ve included a basic map for the village of Zarechka. Feel free to use it or simply swap in a village from your existing campaign. In terms of the availability of good and services, keep in mind that Zarechka is located in a remote area, so characters will not have access to everything that they might expect to find in a large city.

The Attacks

The attacks started nearly a month ago with the brutal killing of a farmer named Dimitri Kozlov, who lived in a remote cabin near the edge of the forest. Since then, there have been similar attacks with livestock being taken and people being killed. Villagers have also heard haunting howls and strange noises emanating from the forest at night. Despite their efforts to defend themselves, the attacks have become more frequent in recent weeks, and the villagers are now living in constant fear.

Mayor Russoff may be able to provide valuable information. © J Lonnee, 2011. Licensed by Nevermet Press, LLC. Used by permission.

The party will surely want to ask the mayor for any information that he can provide regarding the attacks. It is also likely that they will spend some time gathering information from the villagers. Anyone within the village or outlying area will be able to also tell the party will be able to tell the party about the other two victims.

The second victim was a shepherd named Lawrence Talbot, who was found dead in the early morning hours by his fellow shepherds. A young woman named Anya Ivanova was the third. She was a local seamstress who was found dead in the woods, after venturing out to forage for herbs and mushrooms.

Below are a number additional rumors that the party is likely to uncover. (A “T” will indicate that there is at least some truth to the rumor while an “F” will indicate that it is entirely false.)

  • (T) The mayor’s daughter claims to have seen the creature in the forest while she was out picking berries. Valentyna Russoff actually did catch a glimpse of the creature in broad daylight and should be able to provide a basic description. She would also be able to direct the party to the location of the berry patch.
  • (F) Old man Igor believes the attacks are the result of a curse brought upon the village by a witch who was banished many years ago.
  • (T) A group of outsiders passing through town claim to have killed the beast and are looking for a reward for their services. This group arrived in the village last week, with the carcass of a large wolf. They demanded a reward for slaying “the beast”. However, the mayor did not believe that their claim was true and refused to pay. The group left the village, clearly upset and vowing their revenge for having been wronged.
  • (T) A farmer named Alexei saw the beast dragging off one of his cows in the middle of the night. Alexi’s farm is not far from where Valentyna Russoff saw the beast. Unfortunately, he saw it at night and from the back, so while he can describe it, his description would be similar to that of a great bear.
  • (F) A visiting scholar from the city believes the attacks are the result of a rogue experiment conducted by a mad scientist who lives in the area.
  • (T) A blacksmith named Mikhail claims to have found large, clawed footprints near the scene of one of the attacks. Mikhail made a bronze cast of the tracks, and they seem to resemble those of an incredibly large wolf.
  • (F) A young woman named Katerina believes the attacks are the result of a vengeful spirit seeking revenge for an old injustice.
  • (F) A hunter named Sergei claims to have seen the beast with his own eyes while he was out tracking a bear. If asked, he will provide the description of an owlbear.
  • (F) A traveling merchant believes the attacks are the result of a group of bandits who are using the cover of the beast to mask their activities.
  • (T) A farmer named Vlad claims to have heard the beast howling in the woods at night, and the howls were unlike anything he had ever heard before. Vlad is well-acquainted with the sound of wolves, and he can assure the party that this was no wolf.

These rumors are a little homage to B2 The Keep on the Borderlands and something that I come back to in many of my adventures. Use them at your discretion and according to what need from the adventure. If you’re tight on time and just using this as a one-shot, you might eliminate the false rumors altogether. On the other hand, if you’re needing to kill time while you work on other parts of your campaign, some red herrings might keep your party tied up for a while.

I’m going to be fleshing out some of the areas that the party is likely to want to explore. I will not be adding information for any of the false leads that they may receive from the villagers. That bit I’ll leave up to you. For instance, there was a witch who was banished years ago, and a mad scientist does reside in the area. However, since neither of them has anything to do with the beast of Zarechka, I will not be discussing them here.

The Investigation

After having had a chance to speak with mayor Russoff and other villagers, there are 4 main locations that the party is likely to want to investigate. I’ve marked these as #1- #4 on the local area map and will describe them.

Location #1 Dimitri Kozlov’s Farm

Dimitri’s farm lies just over a mile north of Zarechka. Arriving on the scene, the party will find that the fields have not been tended to in quite some time and the animals have already been removed by other villagers.

The farmer was taken from inside his cabin, which sits at the edge of the forest. The door has been shattered and the splintered wood around the latch suggests that whatever broke in was large and powerful. The door is slightly ajar, creaking back and forth in the breeze.

The cabin is in a state of disarray, with furniture overturned and personal belongings strewn about. Blood stains the walls and floor, and scattered furniture indicates that something grisly occurred here. There is no body or any form of substantial remains, aside from the splatters of blood. Villagers will be able to confirm that the scene remains exactly as it was originally found.

A keen eye will notice reddish mud or clay tracks on the floor. Rangers or characters with appropriate nature skills will recognize these as resembling those of a great wolf, but only for the hind feet. They will also note that they have not seen this reddish mud anywhere else in the area. As they inspect the scene further, they will also spot large human handprints alongside the wolf tracks. Something terrible has happened here.

As this was the first attack and occurred nearly a month ago, tracking the beast outside of the cabin will be fruitless. The key clues here will be the types of tracks, as well as the reddish mud. Once they are back in Zarechka, the villagers may be able to provide some insight into the mud. I will cover that in part 2.

Location # 2 Lawrence Talbot’s Shepherd Post

This field, situated at the foot of a gentle slope, can be found about two miles north of the village. The grass here is lush and green, and the occasional wildflower can be seen swaying in the breeze. The air is filled with the gentle sound of bleating sheep and the rustling of leaves in the wind.

It is in this idyllic setting that Lawrence Talbot tended his flock before his grisly demise. Though his remains have long since been removed, the rocks at the foot of the hills still bear stains of his blood. A sense of unease lingers in the air, as if some dark force still haunts this peaceful field.

Other shepherds in the area will be able to point the party to where Lawrence’s remains were found. Aside from the blood on the rocks, nothing else is immediately evident. However, a thorough search of the area will turn up a broken leather thong on which rests a pendant engraved with a strange rune. Villagers back in Zarechka may be able to shed some light on the nature of the rune but I will cover that in part 2 next week.

To be continued!

I truly appreciate you taking the time to stop by. If you are enjoying yourself, I encourage you to please say hello in the comments below. Part 2 has already been posted and you may find it here. Part 3 has also now been posted and you may find it here.

I’ve dropped a few Easter eggs into this one and I took inspiration for this adventure from the story of the Beast of Gévaudan. If you’d rather listen to something than read, I’d suggest checking out the Stuff You Missed In History Class episode.

Finally, if you’d just like to see more of my maps with plot hooks, you may find them here. That’s all for now. Have a great week and good gaming!

Consider a Who’s Who for Your Campaign

Whether we are running published adventures or using a world of our own creation, I suspect most gamemasters want to feel that their players are invested in the game. There is nothing quite as nice as wrapping up a session and listening to players discussing how they can’t wait to get together next week. Ever have a player tell you that they were daydreaming about the game while stuck in a meeting or commuting to work? It’s the best.

Does your party know these people? Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com

Populating your game with interesting and believable characters is key to hooking your players. That’s not to say that every character in your world needs to have a dossier complete with birthdate, star chart, and defined goals. Sometimes Wilbur the fish monger, is simply Wilbur the fish monger. Having said that, the more fleshed out your NPCs appear to be, the easier it will be for your players to escape into your imaginary world.

Who’s Who?

I believe that creating a “Who’s Who” for your campaign is a great tool for building rich NPCs that your players will want to engage with. I was first introduced to this concept during my friend Mike Capron’s Fantasy Hero campaign in the late 1980s. I’ve been doing this for over 40 years and the practice has served me well. The process is simple enough and until recently I just assumed that everyone did it.

While I’m doing my prep for each session, I just keep a notebook or Word document open. Whenever I come to an NPC who the players are likely to meet, I jot down their name and maybe a line or two. If you want to go crazy, you can do this for places as well.

If you’re someone who struggles with names, there are countless name generators floating around online. Just plug in what you’re looking for and you’ll have something in a pinch.

A sample Who’s Who from a recent campaign.

By adding no more than 10 minutes to my prep time, my players no longer meet the dockmaster, city guard, and innkeeper. Instead, armed with this information they encounter Buckeye Crabcracker the halfling wharf-keeper, Sgt. Atheld of the city watch, & Suleiman the Kosantian owner of the Blushing Siren Inn.

Coming up with names for NPCs is pretty basic but it’s only the first step in creating a Who’s Who for your campaign. The next part is up to the players. I visit this after every few sessions, at the end of an arc, or whenever it seems convenient.

Our game nights usually start with players arriving one by one. It can be a bit chaotic. Everyone is usually chit-chatting and I need to get them to switch gears and focus on the game. During this time I announce that we’re going to update the Who’s Who.

I go around the table and ask all of the players who their characters have met during the sessions since we last updated the list. At this point everyone chimes in with the names of NPCs that they remember, as well as what they remember about them. I document all of this as they do, including only what the players themselves remember. The whole process takes no more than 10 minutes but it serves to both center the players on the game, as well as offer an interactive recap of recent sessions.

Is this fellow simply the “ship captain” or is he Ebeneezer Bellows, captain of the Tiburon? Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com

I will usually reward the player who contributes the most with some small boon. For OSR games this might be an XP bonus, 5e players might get Inspiration, Savage Worlds players get a benny, and so on. I find that this really helps to get everyone to participate.

After every session, I send the revised document out to all players. However, I only share the version with the names of people and places that the group remembered. If the group as a whole missed any NPCs, those do not get passed along.

Over the course of time, I find that having access to this reference document really engages my players. When your cities feel like they are populated with living and breathing people, it increases the chances that your players will interact with them.

It’s satisfying to see the group break out with the Who’s Who as they are heading back to town following an adventure. Often each player will be flipping through the pages, deciding who they want to go see first. Maybe they know the perfect buyer for a piece of loot or perhaps they’ll seek out an old contact for important information.

On the flipside, the document acts as a tool for me during session prep. I can briefly scan through and pick different NPCs to drop into different scenes. Do I need someone to pass along a juicy tip? That sounds like the perfect job for young Jacob, who the party saved on their first adventure. Do I need a victim for the big bad evil guy? Hearing that Fletcher Orlem was slain while out hunting will ratchet up the tension more than some nameless villager.  

An old text editor Who’s Who from my friend Mike’s game, going back to the early 1990s.

Since we update entries for NPCs after every time the players mention them, they really start to take on a life of their own. Over the years, some of my most mundane NPCs (like Wilbur the fish monger) have ended up playing important roles in my games.

Finally, the Who’s Who gives me a nice souvenir from each campaign. Whether we run for years or a handful of sessions, having this document gives me something fun to look back on. Sometimes names and sub-plots get recycled and that’s all part of the fun.

Recap

That’s it for this week. Thank you for stopping by. If you do something akin to this or even something more elaborate, please drop a note below and let me know. Have a great week!

For the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

The Lost Children of Tollengard

Children had started disappearing from the frigid Borean city of Tollengard since the season’s first snowfall. By the turn of the new year, a total of 6 had gone missing. Each had vanished, seemingly without a trace.

In the beginning, this would simply occur overnight, with cribs being found empty in the light of the morning. However, as the winter wore on, the final pair were apparently snatched when their distraught mothers had simply turned their backs.

No direct ties could be found between the victims’ families and no apparent clues were left behind at the scenes of any of the abductions. There were no tracks nor signs of forced entry. The stricken families seemed to come from all walks of life.

The effect on the morale of the city was notable. Citizens of Tollengard were typically a stoic lot, who suffered through the long winters without complaint. However, the passions rose in even these long-suffering folk as they demanded answers as to what had happened to their children.  

The lord mayor, Pavel Ivanov, was feeling the heat. People demanded answers; demanded that he act. Even with doubling the city watch, it was feared that citizens would riot or break down into mobs seeking vigilante justice.

Many speculated that a wood witch had taken up residence on the outskirts of the town and was luring the children away. Others claimed that some ghostly wolf would come and snap the children up in its terrible maw. The theories were numerous, and some made little sense. People simply wanted their children back; they wanted justice.

Borea in the northern reaches.

This was the state of things in Tollengard on one sunny winter morning, when things changed forever. Parishioners arrived at the Abbey of Ladina as they did daily. They came to beseech the goddess, patron of the city, for help in returning their children. On this day though, something was not right.

Normally the three monks who tended the church were up an around, welcoming citizens as they came to pray. However, no torches were lit, and no incense burned in the braziers. It was not like the pious brothers to shirk their duties. Clearly something was wrong.

Concerned citizens made their way downstairs to the rectory, to see if perhaps a member of the order had fallen ill. Accessing the monks’ living quarters via the northern staircase, they were greeted by a queer sight.

The foyer at the foot of the stairs was in a state of disarray. In numbers of spots the stone floor was cracked and broken, exposing the earth underneath. It looked as if some great plow had churned through the masonry itself, yet what could have caused this?

The floor of the mess hall to the east was flooded with murky water. This was found later to also be the case with the storeroom further to the south.

There was no sign of the brothers in the sleeping quarters. In fact, all three of their beds were still made. It appeared to the crowd investigating the rectory that all of their modest belongings were also in place.

Coming at last to the sanctuary in the westernmost room of the rectory, the citizens beheld a sight that will vex Tollengard for the rest of its days. The statue there of Ladina appeared to have been desecrated. Some type of viscous green liquid had been splattered about it.

The mysterious sarcophagus. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

Resting at the foot of the stature, a large stone sarcophagus lay partially open. All assembled knew that this was out of place here. The vessel was empty and obviously ancient, though none of the stone crafters in the city were able recognize its point of origin. On its lid was carved a macabre likeness of a human skeleton, lying under a thin shift.

As bizarre as all of these sights were, they paled in comparison to the final discovery of that chilly morning. For there, snuggled together on the floor of the abandoned rectory of Tollengard, were found the six missing children. All were in good health and appeared unmolested. Being of various ages, all too young to speak, there was no hope of receiving any answers from the babes.

Grateful parents recovered their sons and daughters. In the following days, townsfolk turned both the abbey and the rectory upside down, looking for something to explain the mysterious occurrences. Nothing else of note was ever found, and the missing monks of the Abbey of Ladina were never seen or heard from again.

Final Notes

Thank you so much for taking the time to stop and read this. I hope you find some spark here that you might find useful for a future game. Please drop me a note below if you have any thoughts or suggestions. If you’d like to browse through all of my other maps with plot hooks, you can find them all collected here. Have a great week!

The Emerald Eye of Aramjapur

My basic D&D group has been continuing their adventures in my re-imagining of The Isle of Dread. Having spent their initial couple of sessions striking out from the village of Taranoa, the party opted to leave the relative safety of the peninsula and explore the island.

Following a successful hunt with the tribe’s Hawk Clan, party members heard legends of a great treasure hidden in one of the volcanic mountains to the west. The story claimed that an ancient race had lived on the mountain and worshipped a one-eyed god in a cavern temple. Aramjapur, as the deity was called, was said to be all-knowing. His followers prayed to a giant statue of the cyclops featuring an eye cut from an emerald that was the size of a human head.

Traveling cautiously, it took the party 4 days to make their way to the twin volcanos to the west. While they managed to avoid combat, the trip was not without incident.

Just before dusk on the first day, the party spied an allosaurus in the swampland to the north. This caused them to veer to the west and hug the coast.

In the afternoon of the 2nd day, the party stumbled across their first “pylon”. In my previous post I mentioned that I planned to borrow liberally from the old Land of the Lost television series for this adventure. Both this metallic obelisk-shaped booth and the strange tracks (Sleestak) that were found in the area were directly inspired by the show.

On the 3rd day, the party entered the broken lands surrounding the volcanos. A small river meandered between the twin mountains and the party took advantage to replenish their water supply. It took the better part of a day but the party found signs along the northern slope that matched descriptions provided to the by members of the Taranoa Hawk Clan.

Crossing the shallow waterway, the party confirmed that they were on the right track when they identified the crude handholds carved into the rock, leading up the side of the mountain. While hair-raising at times, this allowed even the party’s magic-user to ascend with relative ease.

Natural shelves in the rock were present along the way up, allowing for convenient resting areas during the climb. On the first of these the party discovered the desiccated corpse of what appeared to be a previous adventurer. This was of no great surprise, as the Taranoa had mentioned meeting other outsiders before. However, this did worry the party that perhaps the Eye of Aramjapur had already been claimed by others.

Outfitted in old chainmail, the corpse consisted of not much more than a skeleton. Nothing of value was found on the poor soul, though the party did uncover a sealed scroll case and a discarded short sword. Within the scroll case was a piece of parchment bearing instructions to “beware the children of Aramjapur.”

After encountering 3 resting shelves and covering about a 1000’ climb, the party arrived at a much larger shelf with some vegetation and a fairly obvious cave entrance (map location #1).

Map Locations

#1 Shelf

Occurring roughly three quarters of the way up the side of the mountain, this is a fairly large outcropping. A few trees seem to thrive up here and a pair of billitri bushes grow alongside a cave opening. Large cobwebs adorn the trees.

#2 Cave Entrance

Characters entering the caves here will notice that the air is quite warm from volcanic activity. One passage leads to the northwest, while another leads more due north. To the east, another passage leads back outdoors to a smaller mountain shelf, also covered with large cobwebs.

Giant Spider © Jeremy Mohler 2023. Standard Stock Art: Issue by Outland Entertainment.

#3 Spider Lair

A good deal of debris is piled up in this room. It also serves as the lair for 3 giant spiders who have taken up residence along the side of the mountain. The spiders will attack as soon as the party enters the cave. Digging through the debris will yield a silver dagger and an old coin purse containing 50 gp.

#4 Temple

The large cavern is the old temple to Aramjapur. The room is dimly lit from the lava pool, as well as a bit of sunlight coming in from both of the entrances to the east. Along the northern wall a 30’ tall bust of Aramjapur is ringed by the lava pool. True to the legend, the statue of the cyclops is adorned with a giant emerald eye. In the center of the room, a crude altar sits upon a raised pedestal. The room is otherwise empty, aside from rocks of various sizes and a number of patches of fungus growing about the room.

The lava pool radiates 5’ – 10’ out from the statue, depending on the location. Unless the party has the ability to fly, it appears that they will need to devise some way to safely cross the lava, if they wish to gain the emerald as a prize.

The party could gather sufficient debris from location #3 to build a makeshift ramp across the lava. However, this option would only be sturdy enough to support a character weighting 100 lbs. or less. The only other readily available option would be to cut down a tree outside of area #1 or #5. Assuming the party has a proper axe and goes this route, it will take them approximately 10 minutes to cut down a sufficient tree.

Whichever course of action the party chooses, it will be important to keep track of time. Any party members with applicable skills (or even any who specifically mention that they are looking) will notice numbers of dusty footprints coming and going from this central cavern. Roughly 15 minutes after the party first enters the cave (or earlier if they make a great deal of noise) the “Children of Aramjapur” will start coming to investigate (see location #6).

Children of Aramjapur. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

If a party member is able to access the statue, the Eye of Aramjapur may be pried loose in one round.

#5 Shelf

This tunnel leads out to another mountain shelf similar to the one to the south that the party entered from. The only thing of note out here are 3 stikricki bushes along the side of the cliff.

#6 Exit

3 of the “Children of Aramjapur” lounge in the shade outside of these 3 cavern entrances. These protohumans descended from those who lived on the twin volcanoes for centuries. Standing at roughly 7′ tall, these brutes have a heavy brow and somewhat resemble a cross between a man and an ape. Lacking any verbal language, they will defend their home and the cave system to their death. For my game, I used a reskinned troglodyte stat block (minus the special abilities) but you do what works for you.

Once they detect the party, they will attack immediately and make a great deal of noise. Their grunts and shrieks will soon draw others, so the party will have to act quickly. The “children” will focus their attacks on any party member visibly attempting to acquire the Eye of Aramjapur or approach the statue.

Wrap-Up

How things play out from here is largely up to you. This encounter takes the place of the “Caves of the Rock Baboons” from the original adventure, which seemed rather bland. I created the Emerald Eye of Aramjapur to give things a bit more depth.

There were 15 rock baboons listed in the original adventure and they have similar stats to the troglodytes that I modeled my children of Aramjapur after. Therefore, I surmised that there could be a settlement of roughly 15 of them inhabiting this part of the mountain.

For my game I turned it into a bit of a moral conundrum for my players. The Children of Aramjapur are not evil beings but they will keep coming and defending their home. 4 rounds after the initial 3 attacked and were dispatched, I sent in another 3. The waves of attackers made it increasingly difficult for the party to cross the lava and secure the emerald. At that point one of my players started to question whether this was a noble cause, while another worried that a whole village of the brutes might appear in the next wave. Ultimately my party ended up beating a hasty retreat back down the side of the mountain, leaving the Eye of Aramjapur safely behind.

That is all for now. Thank you for stopping by. If you’d like to browse through all of my other maps with plot hooks, you can find them all collected here. Please take a minute to say hello in the comments below. Have a great week!

The Isle of Dread is owned by Wizards of the Coast. All of my work on this post is strictly non-commercial, on a voluntary basis as unofficial Fan Content permitted under the Wizards Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

A Classical Xanti Tomb Complex

In ancient Xanti, there is a common belief in reincarnation. Among the worshipers of the cult of Kaa, tradition dictates that wealthy nobles be buried along with their belongings, in elaborate tombs.

The tenets of their faith claims they will be reunited with their possessions in their next life. Whether this be truth or folly, only the gods know. However, woe to the dessert thief who tries to claim these riches for herself.

-Bhagiro Hatti, Gowandian Scholar

1.    Entrance

The entrances to Xanti tombs are often built into the side of canyon walls. Purposely left open, as a welcome to the gods, they are occasionally sealed off with sand from blowing desert winds. It is believed that when a tomb is sealed off in such a manner that the inhabitants will be forsaken by their deities and lose their opportunity for everlasting life.

A Kosantian adventurer faces off with reanimated tomb guardians. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

While not sealed, Xanti tombs are not without their protections. Necromancers place tomb guardians in the form of skeletal warriors at the entrance of the complex. This particular tomb holds 6 such guardians in niches to the left and right of the entrance.

Each armed with a khopesh, these skeletal figures will remain lifeless unless someone intrudes on the tomb. Once disturbed they will animate and seek to eliminate the threat.

2.    Dead End / Pit

This corridor halts at a dead end, with a 10’ deep pit. To the inexperienced, this may at first seem to be a very obvious trap. However, this is actually a very purposeful key to the tomb, placed by the architect.

Any who have studied ancient Xanti burial rights will know what this portends. This signals to any future caretakers that the safe pace through the tomb is to take the leftmost choice at any intersection.

3.    Offering Room

This room contains 4 ceremonial offering niches, where well-wishers could visit, prior to the tomb being sanctified. They would fill these niches with all manner of offerings for the departed, in a belief that this would curry favor for them in the next life.

In the center of the room a pool of water gives off an eldritch blue glow. The pool with radiate as magical if any with the ability to check for such things happens to do so. Exactly what its properties are is a secret lost to time. However, legends tell that supplicants leaving offerings would drink from the well to receive a boon from the gods.

The pictured tomb is that of a mid-level noblewoman. Of the present offerings, most are fairly mundane sundry items. There are sacks of old grain, olive oil, bottles of wine that have long since turned to vinegar, and bolts of linen. A close search will turn up a gold scarab pendant and a garnet ring that are both finely crafted.

4.    Shrine

This room is the shrine where priests of Kaa would give their final prayers for the departed. During these ceremonies, 4 earthen-ware vessels bearing cobras would be placed within the room as part of the invocation ritual. The reptiles are long since dead and likely nothing remains of them.

5.    Beetle Pit

Tomb beetle. Art by: gary@gdupuis.com
http://www.gdupuis.com/

This floor of this room is littered with a number of old bones. The opposite end of the room is dominated by a well that is 10’ in diameter. After crossing the threshold to this room, PCs will hear a skittering noise coming from the well. Within 2 rounds of this, 4 giant beetles will emerge from the hole and attack until slain.

If explored, the pit will be found to descend 30’, though there are numerous tunnels branching off in other directions. These other tunnels have been created by the beetles. They are not large enough to stand up in, susceptible to collapse, and parties unwise enough to venture into them should meet more beetles promptly.

6.    The Burial Chamber

This ornately decorated room is the burial chamber itself. The noblewoman’s sarcophagus dominates the center of this pillared room, while those of her 8 attendants line the northern, western, and southern walls.

These three walls are adorned with detailed paintings depicting scenes from the life of the departed. The eastern wall is reserved for images of what she hopes for in her new life.

7.    Fire Trap

Those foolish enough to cross the threshold from the burial chamber into this L-shaped hall will immediately hear an audible click. However, nothing else will happen at this time.

If anyone walks forward to the right-angle and then follows until the dead end, they will be in for a surprise. As soon more than 5 lbs. of weight is placed on the 5’ section of tile at the dead end, 7 gouts of flame with shoot out from holes on the right side of the wall.

The flames will persist until there is less than 5 lbs. of weight being applied to any of the 3 east-west floor tiles marked with flames on the map. However, after 4 rounds the mechanism will run out of fuel.

If specifically searching, perceptive characters may notice the small holes in the wall.

8.    Treasure Room

This room would contain the worldly treasures of the departed. While there would certainly be some coins and gemstones, other items dear to the individual would be here as well. Bolts of fine silk, oils, and incense would be common among such items. In addition, books of arcane knowledge might be stored here for safekeeping until the afterlife.

Final Notes

That wraps up another week. Again, this isn’t intended to be a full-on adventure but I thought perhaps that this might get the creative juices flowing for some of you. Please let me know if any of this sets your mind to wandering. Hopefully, instead of dreading the new work week that is quickly approaching, you’ll be able to let your thoughts drift a bit to future sessions around the gaming table. Good gaming and have a great week!

For the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

Gaming Conventions

When I first started this blog, I delved into a few posts about my background and how I found myself immersed in the world of tabletop role-playing games. I’ve always been fascinated by origin stories, and one of my favorite things to do is learn how others were introduced to this hobby. In honor of the Gen Con game convention happening in Indianapolis, IN this week, I thought it’d be fitting to revisit an old post about gaming conventions.

I’ve previously shared how I received the Holmes edition of Dungeons & Dragons as a birthday gift in the late 1970s, as well as my eye-opening experience when I first stumbled upon a game store and realized that there was actually much more to the hobby than I had ever dreamed.

In the following years, I developed a keen interest in the game convention listings found in Dragon magazine. Though I wasn’t entirely sure what to expect from a gaming convention, the concept intrigued me. Encouraged by my supportive parents, in the spring of 1983, we made the journey from Rochester, NY to St. Catherine’s, Ontario, for the Niagara Gamefest & Computer Show.

To my young eyes, the convention was a wonderland. Having played D&D (and possibly AD&D by then) with my neighborhood friends for a few years, we were somewhat isolated in our gaming adventures. But this small, weekend gathering revealed to me just how popular this hobby was becoming.

Everywhere I looked, I discovered new RPGs that I had never even heard of before. And then there were the wargames. While I had some exposure to miniatures from Campaign HQ, a tiny gaming store in downtown Rochester, NY, I had never witnessed the grandeur of the massive miniature armies on display at the wargame section of the convention.

Yet, the most significant impact on me was the warm reception I received from other gamers, most of them older than me. As a 12-year-old, I was treated as an equal by everyone I encountered. It was an incredibly welcoming environment, and it didn’t matter whether I was joining college kids in a Car Wars event or testing my skills with seasoned veterans in a Napoleonics game – I felt at home. I was completely hooked.

Old article about the Niagara Gamefest & Computer Show.

Later that same year, I attended the granddaddy of them all – Gen Con, held at the University of Wisconsin-Parkside that summer. If my first convention amazed me, this one simply blew my mind. It was everything I had experienced before but multiplied tenfold.

The campus, nestled in a rural setting near Racine, felt comfortable enough for my parents to drop me off in the morning and pick me up in the evening. While I had been late in registering for specific events, it didn’t matter, as the concourse of the campus was brimming with open gaming sessions anyone could join.

Not a single minute was wasted during my time there. Groups of gamers gathered on the floor, spontaneously embarking on game sessions. People were playing Ogre just a few feet from a Champions group, while across the hall, an engaging Ace of Aces match was in full swing. Yet again, my age was irrelevant – I only had to stand there for a moment, and someone would invite me to join their game.

The epic miniature battles in the wargaming area left me in awe. The largest among them was a multi-day reenactment of one of the crusades. I spent hours marveling at the intricacy of the models and the meticulously crafted terrain.

The dealer’s room at Gen Con was nothing short of massive. Games, dice, miniatures, apparel, and every other gaming-related item you could imagine were on display. I’d wander from booth to booth, eagerly listening to the enthusiastic pitches from vendors.

Many of the vendors set up “mini-games” for attendees to try out their systems, which filled even more of my time. During one such demo for Gangbusters, I was fortunate to meet Mark Acres and Tracy Hickman. Mark, one of the game’s designers, and Tracy, who would later co-author the successful Dragonlance series, left a lasting impression on me.

Those early gaming conventions left me with cherished memories. I returned to Gen Con the following year and attended Origins the year after that. Although gaming has often faced social stigmas, which have lessened over time, the shared experience of a large gaming convention has always been refreshing to me.

These days, I try to seek out conventions that take place further away, and in 2018, I was fortunate enough to attend the UK Games Expo in Birmingham. Exploring gaming events in different parts of the world has added a new layer of excitement to my hobby. It’s fascinating to see how gaming brings people together in a shared passion for adventure and imagination.

Nowadays, I find myself living in Indiana, and I frequently roam the halls at Gen Con in Indianapolis. While things may not feel exactly the same as they once did, the allure of the convention draws me back year after year. Having returned to the hobby after so many years, I’m happy to witness the incredible diversity it has now embraced.

And what about you? If you’ve made it this far, something must have piqued your interest. Have you had the pleasure of experiencing game conventions? If so, which ones have you attended, and what aspects did you enjoy the most? I’d love to hear your thoughts, so please share in the comments.