Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Monday, May 10, 2021

Underground Land Bridges Labyrinths

A fantasy setting where the major land masses are linked by a network of underground labyrinths could be fun to craft. Let try to generate one with 3 major land masses. 

First, let craft some quick random tables. 

Labyrinth's nature (d6) 
  1. Natural network of caves. 
  2. Crafted by giant ants or termites or other burrowing creatures. 
  3. Crafted by an ancient human civilization using long forgotten magic or tech.
  4. Crafted by an ancient near human civilization (dwarfs, trolls, elves, etc). 
  5. Crafted by an ancient non human civilization (myconids, demons, neo otyugh, etc). 
  6. Divine creation, crafted by an ancient divine entity.  
Paths (d6) 
  1. Single path 
  2. Single path, with two complications 
  3. Two paths  
  4. Two paths, one with two complications 
  5. Two paths, both with two features
  6. Three paths, one with two complications  
Path's Complications (d6) 
  1. Partly flooded 
  2. Very warm or cold
  3. Infested by a swarm of creatures
  4. Lair of a large and dangerous creature
  5. Sealed a long time ago (locked doors that seal forgotten rooms and dangers) 
  6. Trapped (natural or artificial hazards) 
Path's feature (d6) 
  1. Precious mineral, fossils or gems veins
  2. Concentration of magical resource 
  3. Rich underground fauna or flora  
  4. Wards against dangerous underdark creatures
  5. Carved maps or sign posts 
  6. Inhabitants (see table below)
Inhabitants (d6) 
  1. Criminals, smugglers and bandits secret lairs  
  2. Outcasts and refugees communities 
  3. Guides safe houses 
  4. Trade post or community of humans and underground species 
  5. Guild houses (cartographers, geologists, prospectors, etc) 
  6. Military outpost or Knight Order fort holding up against underdark creatures 

Now let establish 3 land masses and why their seas are hard to navigate. 
  • Northern Lands (sea is often frozen) 
  • Southern Lands (sea plagued by giant sea serpents) 
  • Eastern Lands (frequent storms and tsunamis) 

The North-South Labyrinth 
  • Crafted by an ancient human civilization who used forgotten geomantic magic.
  • A single Path that is the lair of a large creature and that feature ancient magical wards.  
The North-East Labyrinth 
  • Natural network of shimmering crystalline caves. 
  • Path 1: Infested by a swarm or creatures attracted by a concentration of magical resources
  • Path 2: Very cold and feature a community of underdark creatures and humans denizens. 
  • Path 3: Trapped by magical radiations and precious fossils 
The South-East Labyrinth 
  • Crafted by an ancient non human civilization of lava dwellers.
  • Path 1: Partly flooded and lead to several pirates and corsairs hideouts 
  • Path 2: Partly flooded, very hot, crossed by a magma river but also rich in gems 

Wednesday, February 3, 2021

Tomb of the Butterflies

I drew a dungeon using Isometric Blanks, a small isometric maps zine that Geoff offer to print with Zine Quest 3. 

I will maybe try to describe the rooms more in details the next time I procrastinate. 



Monday, May 25, 2020

The Sad Blue House

EDIT: E.K. Hill kindly assembled my blog post into a PDF

Sometime ago a blue skinned teenager was found naked in a field, the villagers where not certain if it was a boy or a girl but they still befriended this strange kid. The blue teenager was happy for a while but a some horrible event happened and the teenager used their divine powers to save the village. Everything changed afterward, people started to worship the teenager, to fight between themselves to get his or her favor. The teenager was afraid as this worship brought back memories of their former divinity and the teenager wanted nothing of it. One day the tension between two factions of the newly formed cult fought together and someone was gravely wounded. The blue teenager had a meltdown, they curled into a ball in the grass and screamed "NO!", their divine power fully awakened and they transformed all the villagers into walls, rooms and doors that formed a house around the teenager, cutting them from the world. The divine teenager now hide the house, scared of what they have done and of what they are, afraid to venture back into the real world.

Maybe the blue teenager was a deity that fled their pantheon, maybe because they ran away from their divine duties, a divine conflict or maybe they decided to transition, it is hard to know...

Rumors now circulate about a abandoned village and a strange house that is sad. Some adventurers dared to venture into the house and brought back some treasures or strange tales. Maybe the characters had family or friends in that village. (If you are running a one shot, maybe they were former servitor of the blue deity).

The houses of the village are now abandoned. Some of them look like their occupants suddenly vanished. One small shed have been upgraded into a small house, gifts and offerings have been deposed around it but things of value have already been looted. Not far away from that small house, near the edge of the village, there is a large and strangely shaped blue house that have human like features. This house is the transformed villagers, inside the divine teenager hide away from the world. Anyone who enter the divine house is protected from divination and scrying powers, they vanish even from the sights of divine beings.

Maybe some vagrants camp in one of the village's abandoned houses.
Random vagrants (d8)
  1. Outcast from a other village who need a quiet place.  
  2. a runaway criminal (could be dangerous or a Jean Valjean)
  3. a kid or teen who fled abusive parents from a nearby village. 
  4. d6 murder hobos who hesitate to venture inside the godchild house. 
  5. d6 bandits 
  6. d6 lepers
  7. a witch who want to be left alone (a magic user) 
  8. a former servitor of the divinity who is attracted to the area (a depowered mythical being, now they only have a few more HD that the player characters). 
Random encounter while exploring the village. (d6)
  1. vagrant (roll on the vagrants table) 
  2. abandoned cattle or pet (probably hungry or in need of affection) 
  3. scavenging small animal (raccoon, badger, coyote) 
  4. scavenging large animal (pack of wolves, bear) 
  5. foraging animal (deer, elk, moose) 
  6. flashback from the divinity (roll on the flashbackd table) 
Divine flashbacks about the village (d20) 
  1. Being found naked in the field.
  2. Learning to wear clothes.
  3. Learning to speak.
  4. Learning to do some farm work and house chores. 
  5. Petting a farm animal or a pet.
  6. Sharing a meal with some villagers.
  7. Helping the villager to upgrade the shack into a small house.
  8. Looking at a religious item and feeling uncomfortable. 
  9. Laughing with a villager and having fun.
  10. Wondering about gender or trying a different gender expression. 
  11. Listening to a villager singing or playing a musical instrument. 
  12. Doing a minor miracle while being alone and being scared of it.
  13. The village is in danger, maybe because of a fire, a plague or raiders. 
  14. Being scared and using their divine power to save the whole village. 
  15. The villagers being scared and admirative after being saved. 
  16. Receiving gifts, favors and offerings from the villagers.
  17. Being worshiped by the villagers, being deadly scared of this. 
  18. Villagers bickering and arguing about their worship
  19. Villagers asking for miracles and having different emotional reactions
  20. A mob of villagers, things are getting out of control, the pressure is immense. 

The Sad Blue House



Everything that form the house was once a villager, the floor, doors, the furniture, etc..
These items are still conscious, most of them are asleep, interacting with them usually wake them.
Their memories are clouded, most of them think that they are dreaming.

If you need to know who was that door or chair before roll a d20 on the former villagers table.

Former villagers (d20)
  1. Farmer / Laborer
  2. Midwife / Healer
  3. Miller / Masson / Carpenter
  4. Fisherman / Sailor
  5. Shepherd  
  6. Woodcutter / Hunter / Trapper
  7. Elder / Storyteller 
  8. Wife / Husband
  9. Kid
  10. Peddler 
  11. Shopkeeper
  12. Innkeeper / Serving wench
  13. Village guard 
  14. Tailor / Cobbler 
  15. Butcher / Cook
  16. Clerk / Accountant  
  17. Apiarist / Smith
  18. Brewer / Barber 
  19. Acolyte / Priest 
  20. Outcast
The Rooms
The rooms are odd, they are a bit organic and feature element from different types of rooms. Think uncanny valley but for rooms.

(01) Lying door
  • The front door is bitter and jealous, it will lie and try to lure the adventurers to room 09. 
  • This room is a mix of a pantry and a forge. 
(02) Worried door
  • The front door miss a relative or a lover transformed into a chair in room 08 or 09.
  • This room is a mix of a cloak room and a kitchen.
(03) Friendly door
  • The front door want people to go inside and to worship the blue teenager in room 11.
  • This room is a mix of a wardrobe and a child bedroom.
(04) Looted room 
  • This room is a mix of a closet and a foyer.
  • A group of scavengers left some adventuring gear here as they ran away from the house (rope, torches, bedroll, dagger, waterskin).
  • The sentient items in the room ask the character to remove that gear "they are nobody, their place is not here". If they do the fireplace poker will insist "you forgot something, this coin have no place here". Use the time they spend looking for that coin to make random encounters checks. 
  • The lost coin is a ancient copper coin worth d6 gold pieces for a collector, it bring bad luck and give a point of penalty to saving throws.  
(05) Wounded door
  • This front door have been forced open and is in pain, it beg to be repaired and locked back. 
  • Acid leak from the door's wounds, interacting with the door or passing thought it without repairing it require a saving throw to avoid a point of acid damage. 
  • The room is a mix of a tannery and a master bedroom. 
  • A stretching frame have been broken by a scavenger and is also in pain. "Why are you coming here? You will only hurt people!" 
(06) Angry mouth door
  • This front door is shaped like a mouth. It is filled with the fears of the blue deity, if someone come close it will scream "go away!" or "leave!" It will try to bite anyone who enter inflicting d8 points of damages (save for half). 
  • The room is a mix of a barn and dinner room. 
  • The items inside are also angry and can bite for d4 damages if touched. 
  • Feeding them food will occupy them as they can only masticate without swallowing. 
  • Looking for valuable items here grant +1 to value rolls.
(07) Random encounter
  • The room is a mix of a house hall and a stable
  • Four 1HD darts fetishes wait in ambush here, they will attack when the character reach the center of the room.  
  • A rocking horse (formerly a stable groom) try to warn the characters. 
(08) Grabbing hands corridor
  • A long corridor made of stones that whisper in their sleep "no I don't want to, leave me alone".
  • A sneak test enable to pass through the corridor. 
  • If noisy adventurers take a few steps in, hands will extrudes from the stones to try to grab them.
  • A sneak test enable to pass through the corridor without activating the hands. 
  • Characters must make a save against paralysis to move through the corridor, a fail push back the characters at the cost of losing d4 items. 
  • Hacking at the hands trigger strangulation attacks. A attack roll against the AC of a chain mail let the character pass through, a fail inflict d4 strangulation damage by round until a strength roll is made to break free. 
  • Trying to soothe the corridor by speaking in a soft voice is possible with a good reaction roll. 
(09) Mimic lair 
  • The room is a mix of a study and the long corridor of a inn with wooden pillars and windows that open to a stone wall. 
  • The desk chair miss the front door of room 02. 
  • On the floor lay the corpse of a murder hobo, his head and shoulders have been eaten. 
  • A small 3HD mimic have made it nest here amid the study's chests. It recently laid it eggs and it is full of coins, it contain 3d10 x100 gold coins and 3d10 mimic eggs that look like coins. 
  • The mimic wont attack as it want the adventurers to take it eggs. 
  • There is 3 other small chests in the study. If the adventurer talk with them or with other sentient items, they will say that a stranger hide among them. If this happen the mimic will play the role of a transmuted villager and will try to blame one of the other chests. 
  • The other chests contain each a random treasure (add +1 to the value roll) 
  • The mimic eggs will hatch in 2d6 days and will eat bugs and small animal until they grow larger. 
(10) Sleeping door 
  • From outside, this room look like a gigantic sleeping face. 
  • Every d6 turns the face mumble in it sleep and it is possible to sneak in through it mouth with a dexterity test. A fail mean no damage just a missed opportunity. 
  • The room is a mix of a bedroom and a humble library. 
  • The books talk about their content as if they have been rewritten by a child or a naive teenager. Opening them reveal inintelligible text. 
  • Random encounters in this room are replaced by random divinity flashbacks that turn into nightmares and inflict d8 points of damages on a failed save against spells. If someone is reduced to 0 hp they fall unconscious and gain a phobia related to the nightmare.  
(11) Happy dinner room
  • The room is a dinning room decorated with organic elements like the outside of the house. 
  • The items in this room see their transmutation as a spiritual ascension and are happy to be part of the house that shelter their newfound deity. 
  • They encourage the adventurers to eat the food put on the tables. 
  • Eating the food trigger a saving throw against transformation, on a fail the character turn into a house item, on a success they experience a positive flashback about the village and all their wounds are healed. 
  • A secret door lead to room 12: a beautiful face embedded in the wall. Gently touching the face will make the wall open like a blooming flower. 
(12) Isolation chamber
  • This room look like the interior of the shack that have been upgraded into a small house.
  • In the center lay a human sized cocoon that look like someone curled into a ball. 
  • Touching the cocoon trigger a collective flashback that take the characters to when the blue teenager was part of a pantheon. (roll on the pantheon flashback table). 
  • While in a the flashback the characters can try to talk with the divinity. Make a reaction tests modified by their roleplay. On a positive reaction the flashback move to a more positive one, on a bad reaction the flash back move toward a darker flashback. 
  • Two positive reactions out of three lead to a positive conclusion while two negative reactions lead to a negative conclusion. Neutral reactions don't matter.  
  • A positive conclusion can be the deity deciding to shed their powers to become mortal to experience the world or to go back into their pantheon to stand against it negative elements. 
  • A negative conclusion can be the divinity cursing the characters. Or turning the blue house into a giant rock that no one can ever enter. Or maybe the divinity go back to their pantheon has a bitter god overcome by negative emotions.    

Divine flashbacks about their former pantheon (d12).
These flashback may happen in mortal or divine realms.
Use them to reveal or hint at the deity former pantheon. (Or their divine transition if you decided to explore that)
  1. A act of creation related to their divine sphere of influence.
  2. Unleashing their power in act of anger or jealousy. 
  3. Being hurt physically or emotionally by a other deity. 
  4. Bestowing a gift to a mortal. 
  5. Locking or freeing a mythical creature.
  6. Flirting or laughing with a other divinity.
  7. Transforming a animal into a divine servitor.
  8. Admiring a divine item or weapon.
  9. Arguing with a other divinity. 
  10. A positive or negative memory about their divine parents.
  11. Being sad at the death of a mythical monster or a mortal. 
  12. Being disgusted by the action of a follower or a priest. 

Random encounters in the blue house (d6)
(test every 2 or 3 rounds or when the group is noisy)
  1. Patrolling 3HD fetish  
  2. Three patrolling 1HD fetishes  
  3. A 2HD fetish disguised as a ordinary item 
  4. A house item awaken to demand something or ask a question 
  5. Wildlife lost in the dungeon
  6. Random vagrant lost in the dungeon

Fetishes (HD: 1 to 3, AC as chain, ML 9)
In it sadness the blue deity created fetishes that remind them of their former servitors.
These fetishes are the only animated items in the house, they slide on the ground like magical chess pieces. They protect the house and want people to remain away from room 12.

Fetish type (d6)
  1. Petrification gaze (save vs petrification or paralyze for d3 rounds and take a damage by round) 
  2. Acid (spit acid for d6 damages save vs poison for half damage, ruin a piece of equipment)  
  3. Noxious breath (save vs poison to avoid taking a point of damage for d6 rounds) 
  4. Biting (attack for d6 damage) 
  5. Dart (spit 2 darts each round, d4 damage each) 
  6. Entangling (sprout entangling vines, save vs paralysis or get entangled taking 1 point of damage by round if moving, DEX or STR test to get free) 
Fetish attitude (d6)
  1. Sad (-1 reaction roll) 
  2. Helpful (+2 reaction roll) 
  3. Angry (-2 reaction roll) 
  4. Happy (+1 reaction roll) 
  5. Trickster (like to deceive) 
  6. Unpredictable (roll a d4 each turn) 

Random treasures
Treasures found in the blue house are physical manifestations of the emotions or memories of the villagers. For exemple, if a villager is transformed into a chest it will contain items representing his emotions, same for the items left on a table or in a drawer. These items retain their existence when taken out of the house. Touching the item for the first time or selling it can fill someone with the emotion or memory it represent.

When a characters search through a room let them find a few valuable items like these.

The item is filled with (d6):
  1. Sadness or loneliness 
  2. Love or happiness 
  3. Anger or hatred
  4. Desire or jealousy 
  5. Fears or worries
  6. a specific memory

Worth (the more precious the stronger the emotion it represent)
  1. Used or broken item worth nothing
  2. Common item worth 1d10 copper pieces
  3. Good quality item worth 1d10 silver pieces
  4. Excellent quality item worth 1d10 gold pieces
  5. Excellent quality item worth 2d10 gold pieces.
  6. Fabulous item worth 1d20 x 10 gold pieces. 

Tuesday, April 28, 2020

Dungeon Gatherers

These wise and old women know how to gather all kind of stuff from dungeons. When they settle near a dungeon, this is usually good news as they will tame the dungeon until they move to the next one.

They know the old language of all things and their favorite songs. These secrets let them navigate the dungeons, haggle with any of it denizen and negotiate with it traps. "Oh poor rusted lock, don't spit your needle, I will sing you the song that make you shiny again."

They never take gold or treasures from dungeon but they sometimes move it around or hide better to please the dungeon denizens. They collect instead all kind of useful and quirky objects that they will later trade with villagers.

They travel around in colorful caravans, they visit villages built near dungeons, asking questions about the dungeon and often receive gifts from villagers. They set up their camp near a dungeon and discuss with it main entrance and with nearby creatures to better know the dungeon history and it personality. "This is one is a sad and grumpy dungeon." They will befriend and harvest the dungeon for a whole season before moving on to the next one.

The Gatherers only fear bandits and other brutish humans but it is ill advised to menace or trouble them as they are in good relations with all sort of creatures and their caravans are often guarded by pet mimics.  

When they visit a village, the Dungeon Gatherers will accept any outcast women, cis or trans who want to join their caravan to become a apprentice. Sometime outcast men also join their caravan but they are rarely initiated.

XP as magic user
HD: d6
To hit: as magic user
Weapons: staff or walking stick only
Armors: none
Saves: as magic user

Abilities

The Old Tongue
This language let you speak with items, animal and monsters. When you speak with something it remember the language and forget it afterward. The only beings it have no effect on are humans. This let the dungeon gatherers speak and make reaction tests with nearly anything, including doors, traps, items, etc. 

The Ancient Etiquette
Learning the Ancient Etiquette take years of apprenticeship. It teach you how to properly address all things and grant a point bonus to reaction tests at level 3 and 7. It also let you test your Intelligence score to anticipate what a item or monster would require as a service to help you. 

The Songs of Mending 
These old songs let you mend things. To figure the proper words to sing you have to make a wisdom test. Some older and stubborn things are harder to mend and inflict a penalty. You can only use these song on something that is well disposed toward you.  

Listen! 
When things go badly you can strike the ground with your staff and everyone will stop fighting or arguing to listen to you. You can call upon this power once a day and once a night. Gatherers refer to these as the Midday Strike and the Midnight Strike. 

Bargaining 
You deal a hard bargain, especially when you trade with villagers and you roll with advantage when you make bargain related tests. You never bargain anything for gold or coins. 

Everything is of value
The whimsical things you gather in the dungeon award you experience points if your game system award XP for gold. Gold belong to the dungeon and should not be looted. Looted dungeons are angry and harder to discuss with. 

Mimic's affection
Wild mimics seem to be found of the Gatherers and on a good reaction they will follow them around for a day. After that they will get lazy and sleep. Mimics that venture out of their dungeon sometime join the caravan as a pet. 

A other take on the mimics companionship from the comments: "people would be absolutely frightened to know how many mundane objects they use almost on a daily basis are actually "inert" mimics. dungeon gatherers know how to gently sing them awake. once per day (or something like that) dg can awaken a mimic from its inert state. there must be suitable object nearby for this to work. awakened mimic will be grateful and will serve the dg that sung it into awareness for a day before wandering off to do mimicy things."


Friday, April 24, 2020

Tomb of the Seamstress

Tomb of the seamstress
This is a small dungeon designed to be included in a sandbox. There is a good chance that a group won’t be able to pass the first door without some history between two characters. Maybe the players will get the hint and will come back later when a bond have grow between two of them (or players being players, they will kidnap two lovers and force them to open the doors...).

Notes:
  • The dungeon is a interesting challenge for characters from level 1 to 3.
  • The dungeon use gold pieces as standard.
  • The monsters stats are for B/X.
  • I created the dungeon by drawing six tarot cards.
  • The back story is maybe too complex for such a small dungeon but is optional.

Rumors (d10)
  1. The seamstress was a noble woman blessed by the gods. (false)
  2. The seamstress was buried with her entire family and their treasures. (partially true)
  3. The seamstress was married to a powerful but mad sorcerer. (partially true)
  4. The seamstress became rich after selling her soul to the devil. (partially true)
  5. The seamstress was a witch, breeding with the dark beasts of the forest. (false)
  6. The village of the seamstress was cursed by the forest. (true)
  7. This forest was once a sacred place protected by a great beast. (true)
  8. The seamstress husband was a wealthy alchemist who could turn people into statues. (true)
  9. The seamstress weaved clothes made of pure silver and gold. (partially true)
  10. The seamstress most prized treasure was a magical golden fleece. (partially true)

Wilderness encounters (d6)
Those random encounters happen in the area surrounding the tomb.
  1. A eroded statue representing someone turning into a beast. (is in fact a petrified person).
  2. A broken and very old mannequin.
  3. Different animals spying from a distance.
  4. A mangled animal or human corpse (a recent kill).
  5. Moving threes. The group’s trail have vanished: if backtracking they need to make a test to avoid being lost.  
  6. Lurking beastmen (1d6). They are menacing, but they keep their distances.
  • Shy Beastmen: AL N or C, MV 90’ (30’), AC 7, HD 2, #AT 1 (bite or claws), DM 1d6, SV F2, ML 7, XP 47. 

The Tomb
  • The tomb is very ancient.
  • The tomb is build into a hill. Stone stairs lead to the tomb entry.
  • The stones outside the tomb are decorated with eroded engraving representing muses weaving and sewing clothes. Hard to notice animals and nature motifs also decorate the stones.  
  • The mosaics in the tomb don't present the events in a chronological order.
  • You can place two mosaics by walls and on the ceiling or on the floor. (Each room provide a list of mosaics).
  • All the mosaics in the tomb can be looted of their lapis-lazuli and other semi-precious tiles: 2d10 gp worth of tiles can be extracted from a mosaic after 1d6 turns of work.

Tomb encounters (d6) (test every 3 turns)
  1. A giant bug crawl by.
  2. A strange noise or a whisper come from a previously visited room.
  3. A torch is consumed or a ration is missing.
  4. A mannequin or a mosaic seem to move.
  5. D6 curious but still shy beastmen venture into the antechamber, noise will attract them.
  6. A Will-o'-the-wisp like flame float above a item. If touched it drain 1d4 hp and vanish away (a saving throw prevent these damages). If left alone it vanish after d6 turns.



1) Antechamber
  • The main doors have been forced open a long time ago.
  • The double stone doors on the north wall are decorated with the figures of two lovers holding each other hands.  
  • The stone doors are enchanted and can’t be forced open.
  • The stone doors will only open if two people loving each other stand before them while holding their hands. (Ask each player separately if their character truly love the other one).
  • The mosaics of the antechamber have already been looted.
  • The two mannequins of the room tried to pursues looters but lost their enchantments when they ventured too far away from the tomb. These are the mannequins from the forest encounters. If brought back inside the tomb they will reactivate in d6 turns.

The antechamber mosaics are damaged, but they are still readable with a INT test, on a fail test give skip some words or be less specific when giving the descriptions.
The mosaics represents:
  1. A girl (the seamstress) is lost in the woods.
  2. The girl meet a great beast suffering from horrible wounds.
  3. The girl heal the great beast. (The Beast is a mix of multiple animals).
  4. The girl and the great beast live together.
  5. The girl is sad and the Beast is moved by her sadness.
  6. Standing upright like a man, the Beast give a gift to the girl (a green box).
  7. The girl go back to her poor father and start sewing with a green needle.
  8. The girl make wonderful clothes and become admired by many people.

The corridors
  • Are all decorated with animals figures hidden behind nature motifs.
  • Each corridor have two alcoves occupied by mannequins.
  • The mannequins are dressed in beautiful and elegant but antique clothes.
  • Each unbroken mannequin is worth 10gp.
  • Each complete set of clothes is worth 2d6 x 10 gp.
  • Each set of clothes have a minor enchantment weaved into them (see the clothing enchantments section).
  • All the mannequins will animate if somebody loot or desecrate the tomb of the seamstress (area #6). Two mannequins will animate each round.
  • The two mannequins of a corridor will animate if somebody try to break one of them.
  • A mannequin may animate if someone bring it in the antechamber (but usually they wait and silently return to their alcove).  
  • The mannequins don’t animate if somebody loot them of their clothes (without breaking them).
  • The mannequins can leave the tomb to pursue looters, but they will shut down after 1d6 turns.   

The mannequins (as wood golems)
  • AL N, MV 120 (40), AC 7, HD 2+2, #AT 1 (fist), DG 1d8, SV F1, ML 12, XP 60
The mannequins won’t attack someone wearing only the clothes made by the seamstress. (They will attack anyone who wear a single piece of garment not made by the seamstress, including armors but not shields)


2) The children tomb
  • The north double doors are decorated with angels watching over children dancing around a well.
  • The north double doors are enchanted and can’t be forced open.
  • The west corridor is hidden behind a drapery representing a family of poor people sewing clothes.
  • The east corridor is hidden behind a drapery representing a healthy couple working together (the woman is sewing and the man is practicing alchemy).  
  • In the center of the room: three small stone caskets are disposed around a ornamental basin.
  • The basin is full of holy water that don’t evaporate and is decorated with cherubs.
  • Each caskets contains the petrified figure of a children (two boys and one girl) holding a tiny funeral boat containing a miniature representing the children. 
  • The boys heads point toward the basin, the girl feet also point toward it.
  • The north double doors only open if the three funerals boats are put in the basin and are aligned like the petrified children.
  • The children corpses were petrified to preserve them. Turning flesh to stone will not bring them back to live.

The children tomb mosaics represents:
  1. The seamstress and her husband (the alchemist) have three children, two boys and one girl.
  2. The seamstress and her family are happy.
  3. One boy is reading books, the other is sewing clothes and the girl talk with animals.
  4. The three children play in a wonderful forest. Playful animals accompany them.
  5. The three children flee in a dark forest.
  6. Animals are scared of what is pursuing them.
  7. Villagers find the three children mutilated in the forest.
  8. The seamstress and her husband mourn their children. The seamstress seem to be deeply distressed.

3) West Annex
  • The air in the room feel cold.
  • The room contain a old family chest, a damaged mannequin and a dressing mirror.
  • The chest contain the personal items and the sewing tools of a poor family.
  • The mirror is made of silver and stained glass (worth 100 gp).  
  • Five silver coins and a bunch of old rags are scattered in front of the mirror.
  • If someone look into the mirror, it emit a shimmering light.
  • The shimmering light wither the clothes of anyone looking into the mirror. (including armors). Only a bunch of rags will remain. (Saving throw to step back away from the light)
  • If somebody deposed 5 silver coins before looking into the mirror, they see a vision of hardship from their pass (while their clothes crumble). The vision give them courage and they can hold it to reroll a die with advantage during a future moment of hardship.
  • Those who don’t offer any silver coins receive a vision of future hardships. The vision is one of despair. During a moment of despair, they must reroll one successful die roll. If they still manage to succeed, award them extra xp.
  • The seamstress's clothes are immune to the effect of the mirror.
  • The mirror lose it enchantment when taken away from the tomb.

The West annex mosaics represents:
  1. The elders of a family worship friendly but dark spirits of nature. (the elders are the great grand parents of the seamstress)
  2. War ravage the land and the family is killed by looters.
  3. The surviving father runaway with his son. (the grand father and the father of the seamstress)
  4. His son become a tailor and marry a woman. (the mother of the seamstress)
  5. The couple have three children.
  6. They live in deep poverty.
  7. The grand father, the mother and two of the children die.
  8. A girl (the seamstress) is sent on the road by her poor father.

4) East Annex
  • The room is full of well crafted cloth making tools and materials.
  • A mannequin wearing a unfinished dress stand near a dressing desk.
  • If finished, the dress will have 2 extra enchantments. The materials and the tools necessary to finish the dress are present in the room. Someone with the right skill and inspiration can finish the dress in 2d4 hours of work. (Hours turn into turns if using the magic sewing needles from the mirror world).
  • A potion of turn flesh to stone (2 doses) and a potion of turn stone to flesh (2 doses). These potions must be drank and their effects take 1d6 rounds to happen (2d6 rounds if throw at something). A saving throw prevent the pretrification. The bottles are well crafted and are worth 6 gp each.
  • A alchemy book about mirrors and guardian spirits can be found in one of the dressing desk drawers. The book contain some clues about the mirrors in both annexes. A page mention that enchanted silver is needed to create the mirrors. A passage mention that to be worthy of the four guardian spirits, the summoner must stand naked before them. A other passage mention that the spirits are appeased by beauty and that they like to listen to human speech.
  • The mirror frame is made of ancient oak and is encrusted with winged animals motifs made of silver. (1d4 x10 gp worth of silver can be scavenged after 1d6 turns of work).
  • If someone look into the mirror, instead of his or her reflection, he or she will see a naked female mannequin with two sewing needles pinned in her hands. From time to time a winged beast can be seen lurking in the background.
  • Someone who stand naked in front of the mirror can step through it to enter into the mirror world.
  • In the mirror world, four guardian spirits protect the female mannequin: a winged calf, a winged lion, a eagle with a angelic face and a winged genderless kid with eagle hands and feet. They seem more curious than threatening (except if someone approach the magic needles).
  • A reaction test must be made to take the magic needles. The guardians will only let someone take the needles on a good reaction result and they will only attack on a bad result (as a 4HD monster with 4 attacks that doe 1d6 damage each).
  • Positive modifiers for the reaction test: singing or friendly chat with the spirits, being in love, being a artist or craftman, someone in the group say (or said) that the character is beautiful.
  • Negative modifiers for the reaction test: lying, being rude, being a murderer, holding a weapon, joking about someone appearance.
  • On very good or bad result (under 2 or above 12), the spirits will follow the reflection of the character from mirrors to mirrors. If the reaction was very good they will help in a moment of distress but if the reaction was very bad they will haunt the character in hope of devouring his or her reflection (this can’t be good).   
  • The magic needles are made of a magical green metal and are masterfully crafted. They grant or boost sewing skills. Someone with a natural masterful skill (who studied with a master craftman or who have a high dexterity) can use them to create marvelous and enchanted clothes (with the right materials). The needles are also the key to the room #6.

The East annex mosaics represent:
  1. The seamstress meet a young alchemist.
  2. The young man use his alchemy skills to create wonderful textiles.
  3. The young man give his fabrics to the girl and she start making clothes with them (using the green needles).
  4. Dogs, cats, birds and other animals watch over them.
  5. The girl make wonderful clothes, many nobles buy them.
  6. The alchemist work hard to make even more wonderful fabrics.
  7. The alchemist is poisoned by alchemical toxic fumes and fell sick.
  8. The seamstress cry at his bed.

5) Alchemist tomb
  • The north double doors are decorated with a painted bas relief representing the grieving alchemist holding the body of the seamstress in his arms. There is a small hole in both of the seamstress’s hands.
  • In the center of the room there is a large bassin of holy water (on the ground level).
  • A coffin sized funeral boat float in the bassin.  
  • The funeral boat contain no corpse, it contain only the clothes of the alchemist.
  • The alchemist clothes grant a bonus to make reaction tests with merchants and to craft potions or magical items (or to a alchemy skill). But they are also cursed, if someone wear them before the door to room #6 is open, they will transform into a cloaker like creature (a wrestling test and a saving throw are needed to remove them).  Were-Cloaker: AL C, MV 180 (60), AC 7, HD as character, #AT 1 (bite), DG 2d4, SV as character, ML 9
  • To open the door leading to room #6, the magical green needles from room #5 must be inserted in the hands of the seamstress. (They can be removed afterward but only when the doors are closed).  

The alchemist tomb mosaics represents:
  1. The alchemist and the seamstress work together and fall in love, animals spy on the alchemist and the seamstress.
  2. The alchemist and the seamstress marry, the ceremony is outside, the Beast watch in the background.
  3. The alchemist is sick in bed.
  4. The alchemist is cured by the seamstress who use a magical balm.
  5. The alchemist follow his children in the forest.
  6. The alchemist see the Beast menacing the seamstress and her children.
  7. In his workshop, the alchemist create a enchanted silver spear.
  8. The alchemist hire adventurers and give them the spear.
  9. The adventurers kill the Beast with the silver spear.
  10. The alchemist offer the fleece of the Beast to a crying seamstress.

6) Seamstress tomb
  • A simple dress made of a magnificent fabric lie like a veil on the statue of a woman painfully turning into a werewolf. (The dress is worth 90 gp to a average merchant and 2000 gp to someone who can evaluate it unique fabric).
  • The statue is in fact the petrified body of the seamstress.
  • The dress is made from the fleece of the guardian Beast.
  • If wearing nothing else, the dress grant a STR of 19 to wrestle aggressive beings into submission. Once a being is wrestled down make a reaction test, the dress grant a bonus of 2 to this test. The dress loose it power if it wearer lose control of it emotions (anger, fear, grief, etc). When this happen it wearer must make a saving throw to avoid turning into a werewolf. The dress offer the protection of a leather armor.
  • Removing the seamstress’s dress from the room #6 animate two mannequin by rounds. (Don’t forget the mannequins in the annexes)
  • If turn stone to flesh is cast on the petrified seamstress she complete her transformation into a savage werewolf.
  • Werewolf Seamstress: AL C, MV 180’ (60’), AC 5, HD 4, #AT 1 (bite), DM 2d4, SV F4, ML 8, XP 190. Her bite is contagious and will turn on a failed saving throw it victims into a random were creature of the forest in d6 nights. (Were (d6): 1 Wolf, 2 Boar, 3 Bear, 4 Deer, 5 Badger, 6 Weasel) 

The seamstress mosaics represents:
  1. The seamstress go in the forest to implore the Beast.
  2. The Beast hold the seamstress in his arms and give her a healing balm.
  3. The seamstress use the balm to heal the alchemist.
  4. The seamstress go back in the forest to speak with the Beast.
  5. The Beast ask the seamstress to live with him, the seamstress is sad and reject the beast.
  6. The Beast is angry and the seamstress flee away.
  7. The seamstress is alone and sad, her husband give her the fleece of the slain beast.
  8. The seamstress cry and weave the fleece of the Beast.
  9. The seamstress is mad with sadness. Her shadow look like a beast.
  10. The children flee the house.
  11. The seamstress is naked in the forest, covered in blood.
  12. The seamstress drink a potion in the laboratory of the alchemist.


Clothing enchantments

Roll a d6 to determine for who the set was made (clothes were more gendered in that period).
  1. a child (gender neutral and halfling sized)
  2. a young man
  3. a young woman
  4. a older man
  5. a older woman
  6. a gender queer noble
A enchanted set of clothing grant:
  • +1 to saving throws.
  • +1 to CHA, as a side effect this enchantment make it easier to pass for the gender the clothing were crafted for.
  • a bonus points to reaction tests made when dealing with NPCs whit a specific trait and the ability to detect this trait in someone.
Roll on your favorite NPCs traits table to determine the trait.
Personality traits make better enchantment, but you can also use physical traits.

Some random personality traits tables:
If a set of clothes affect multiple traits, the bonuses are cumulative on a NPCs who have all of those traits.