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

Hadestown

The Isle of the Dead

Out on the lake furthest from civilisation, there is a perpetual fog, and squatting in the centre of it is the Isle of the Dead. They say that the spirits of the departed haunt the fog and they are only partially wrong. Many of the dead transition to the underworld here, but they all must pass the Gatesman.

The approach is quiet like thunder isn't.

He lurks at the mouth of the tunnel, passed the trees, passed the other side doors down. Like a statue, draped in stone cloths, he stands in constant vigil, shepherding the souls of the dead down the tunnel. The living however, he stops, and tells that; "THE PRICE OF ENTRY, IS TWO OBOLS." If questioned about this, all he will elaborate on is that "THE LIVING ARE NOT PERMITTED TO TRULY SEE THE CITY OF THE DEAD".

If the price is paid, the Gatesman will place the coins on the eyes of the entrants, and they will affix there, the eyes on the coin opening, and they will be permitted to pass. From this point on, the entrant can see as if through a thick, misty rain; all desaturated, grainy, and colourless. When they leave, the Obols will melt into mist from their eyes, and their sight shall be restored.

If they ever remove the Obols while they remain within the threshold of the Gatesman's door, their own eyes will melt from their head, as the Obol's eyes burst into sepia flame and scream.

And how do you get Obols you may ask?
In the dungeon of course.

The Dungeon

Long ago, the King of the Dead built his town and took his queen, who took umbrage at her imprisonment over a few pomegranate seeds. She sent beast after beast to take their life of her husband, but Kerberos, the Hound of Many Heads, denied her many times. Each beast was taken above, and then below again to be left in the Dungeons under the Isle of the Dead.

Dungeon Levels

There are nine levels of the dungeon. They begin civilised enough, covered in frescoes and ornate architecture. As you get deeper the carvings become rougher, the artwork daubed by hand, and older things crawl up from the darkness.
Each level is the prison of one specific demon-beast that sort to slay the Lord of Hadestown, though various other creatures and beings have crawled into its darkness or have been imprisoned down there with them.

Its a good thing they never made another one of these.
But also this is what the dungeon looks like. Like this movie.

1 - The Labyrinth 
Form: Twisting and Writhing Halls, they never seem to stay the same for long. Prisoner: Minos, the Man-Bull
2 - The Cathedral of Bones
Form: A great holy city under one great vaulted roof. All the walls are covered and ornamented by bones. Prisoner: Tiresias, the Necromancer-Oracle
3 - The Forest of Roots
Form: A classic dungeon, only roots grow through many of the walls and choke many of the tunnels. Prisoner: The Hekatonkhieres  
4 - Scrambletown
Form: A simple, mud-brick town, but the floor is covered in shattered stone statues. Prisoner: The Gorgon. 
5 - Pandaemonium
Form: A great, many-ringed city with many gates of horn and ivory. Many things that are not real wander here. Prisoner: The Oneiroi, the Demons of Dream.
6 - The Pit
Form: A Shaft, dropping far, far away into the darkness. Worm-tunnels riddle its sides. Prisoner: Artemis, cursed to fall down the shaft over and over forever and ever.
7 - The Helix Fortress
Form: A curling, ribbed tunnel, twining deeper and deeper. Prisoner: Nautilus, the Murderer-Mariner.
8 - The Bleakling Sea
Form: A vast calcite cavern, dominated by a huge and eternally still under-sea. Prisoner: Typhon, father of Serpents. [Kerberos' loyalty extends even deeper than family it seems.]
9 - The Darkest Prison
Form: Only a black and lightless hole in the world. Prisoner: the Treacherous Queen of Hadestown. [Even the patience of the Lord of the Dead is not infinite.]

On each level, a few scant Obols can be covered, enough for your party I'm sure. Each time they return, they must venture deeper.

The Descent

Once you have paid your price and covered your eyes with the currency of the dead, you can begin your journey down into the darkness. Follow the tunnel for 3 days, eat nothing, drink nothing, ignore the scratches at your belly, they are only your body unsure about where it is. Grope through the shadows until finally you emerge in the great cavern beneath. Step onto the boat, pay as little attention to the boatman as you can, and wait for the journey to be over. Look up, step up onto the dock, and gaze upon Hadestown.

Hadestown

It is built upon a great sphere of stone, supposedly a mile in diameter, though only a thousand feet or so poke above the water, a cold dome upon which a mad jigsaw, mish-mash, building-block city constructed upon the dome.
Soft candle-light illuminates parts of the town gently, like a soft luminous mist. The buildings grow both in luxury and repair as you rise up the dome. A cancerous mass of ruined building clings ungratefully to the edge of the dome, partially eaten by the deep black sea. It is all topped with a palace, measured well with spleandour and melancholy.

This is Hadestown.

There are few views to the sky in the streets of Hadestown.
They have forgotten the Stars.
The streets are claustrophobic and layered like string, few places are open to the sky, save the forums where the diviners search endlessly and desperately for stars. Fires provide a soft light, though it is muted by the Obol-Eyes you must wear.
The water laps softly against the edges of the island, and the few edges that aren't built up are blistered with fisherman dangling fruitless lines into the black waters.

The Town is split into three districts, built one atop the others, dependant on their altitude. Some try to bring themselves into higher districts by building their houses taller and taller to breach into more prestigious heights and construct bridges to connect them to their new neighbours. Rarely are these towers not torn down.

The Three Districts are Tartarus, Asphodel, and Elysium.

Tartarus

The lowest of the Districts and the closest to the water. Here are the dead who arrived with their two Obols and little else. Sometimes inhuman things uncoil from the waters are pluck them from the wharfs and streets and pull them soundlessly under the surface. No-one cares, not even Tartarans. 

The streets are slow and dark, they reek of damp and dust. They say the cobbles were cut from the bones of titans. 

Very little of interest happens in Tartarus, which is exactly why the few illicit activities that do happen in Hadestown happen here. There are a few gangs of itinerant souls once led by five particularly sinister Souls, who now languish in the Phlegethon.
The other point of note in Tartarus is Cocytus, the purgatory slum.

Phlegethon
Of the four great houses of Hadestown, Phlegethon is the most dreaded by its people. Consisting of a wide and flat main body, much of its structure lies below the surface of the dome (more so than most buildings in Hadestown. These under-levels eventually constrict and separate into 5 anti-spires, delving deeper and deeper before terminating in the 5 prisons of the Conspirators, who led the people of Tartarus against the Lord of the Dead in the Traitor Queen's name. They are suspended by the neck in vats of boiling, burning blood. 
Their names have been forgotten, but this much is remembered:

The Prisoners
One had an eye that could see the past, and one that could see the future. [They have been plucked out and are kept pointed back at themselves, all they can see is the eternal suffering they will experience, past and future.]
One had a voice whose commands had to be obeyed. [They are gagged, but in truth, any command given must be given, no matter how it is relayed. This face has been hidden well.] 
One had hands that could not be resisted or restrained. [This one stumped the Judges of Hadestown for some time, until they created a pool whose edges could not be gripped and threw them in, so that they could never pull themselves free of the pool.]
One had feet who could carry them quicker than the wind. [They were hung by the hands in a wide pool whose edges could not be reached from the centre, but they needn't have worried. The power lies in their sandals, which are hidden in their old home on the waterfront.]
And one had much knowledge of the three Great Arts. [It is said that they have been left in their pool to suffer; but the Judges of Hadestown cut a deal with them. They can live secretly in peace in Elysium with the Judges if they copy all their knowledge into three great tomes. They accepted without hesitation.]

The Jailor of the Phlegethon is a fractal being forged from many, many overlapping souls of great commanders and expert archers, forced into one multi-faceted thing. It stalks through the hallways, thundering steps echoing from its single pair of feet, many ears listening through its single set. When intruders are discovered (which only happens rarely) many arms draw back many bowstrings, though only one arrow is loosed.

But with that many experts aiming and firing it, it never misses.
And with as many minds formulating and concocting strategies, it is all but impossible to outsmart it to.

It can out act you in almost every way, but there is only one of it.

And it still dies like a man does.

Cocytus

A festering scab of hovels and fire-pits clinging desperately onto the dome, here lurk the few that Charon didn't take across the waters. Once it was a great house of the dome, but it slid, slowly and achingly into the water, and its ancient hallways still make up the foundation of this water-logged despond. It is partially submerged into the black sea, like its inhabitants, for they are not permitted to walk upon the dome. They did not pay their price.

Everything is wet, and cold, and miserable. No-one wanted to be here, many did not deserve to, but they had no obols. If you could give them a pair, they could pay the ferryman and step upon the dry ground again.

But who of any actual worth would end up here?

In fact, a few important people do end up in Cocytus for various reasons, especially adventurers and warriors. It takes a good deal of effort to find any of them. Shades in Hadestown generally keep to themselves, or their social circles if they ever form them. They also look a lot alike, especially when you're wearing your obols, but they really don't like it being brought up.

In particular, there are three places in Cocytus that shades tend to congregate; the Dive, the Crush, and the Vice.

The Dive is about as miserable a bar as you could ever find. Even more dissolute that normal spirits stretch themselves thin beyond thin, and no-one is even drunk, just depressed and  pretending. Its quite obnoxious. It is run by an especially spiteful shade by the name of Ixion. He can tell you the names and sins of each of his patrons, and has a book of grudges that any particular patron has built up against him.

The Crush is what passes for a market here. Shades with nets hook and snatch up the scraps that tumble off the dome and peddle them, shouting to swap and barter for other things, like tickets to be spent in the Dive or the Vice. No-one has anything of worth, they just trade shit round and round.

The Vice is as close to a brothel as incorporeal, miserable beings can manage, mashing ghosts and writhing spectres. They are all deluded, and its the only thing that stops many of them fading away completely, such is their desperation. 

You could also descend under the water into the ruins of the old house, where it is said that many treasures still lie. You don't need to ask about much to hear many more tales of the dangers that lurk in the black sea.

Asphodel

The largest and most mediocre district of Hadestown. Grey and cold, but not so much so as Tartarus of course. The streets are not quite ruined, but they are certainly close to it. Fabrics even survive here a time, and craftsman make objects that do not succumb to the weight of years after a matter of hours. Shades wander the streets, make small talk, and even eat together. Life is somewhat normal here. Somewhat.

Here are the great houses of Lethe, and Acheron

Lethe

This is the house of forgetting, a bar of some notoriety in Hadestown. Here, many, many souls come to be even more dissolute than normal, sometimes to the point of fading away entirely. Its like the Dive, but classier, and set in the dusty shell, refurbished many times over the millenia, of an old and noble house. Ancient Frescoes peel away from the wall as drinks cups are manufactured from ancient jars and flower pots.

Occasionally, balls are hosted by the proprietor, Mighty Lord Eschataloc, who claims to be the best friend you will ever meet, insist on becoming the first person you meet, and is far too comfortable grabbing strangers by the shoulder as her pushes dead drinks on them. He desires to be everyone's friend and have as many links to the world as he can, so that he can delay his fading away. All his friendships are shallow and artificial, and he can't for the death of him figure out why.

Acheron

The fighting pits of Acheron are some of the best entertainment in Hadestown, if simply for the reason that here the shades which frequent it can genuinely be said to be having a good time.

There are 7 pits in all; three are for shade versus shade bouts, three for shade versus beast bouts, and one basically always empty pit. The beasts are generally abducted from the dungeon above, and the living can (sometimes) be paid handsomely for catches that will put on a good show in the pits.

The pay is in relics of older ages, so value is not always consistent, let alone guaranteed.

The final pit is almost always empty because your opponent in the final pit is the owner of the Acheron, Axis. Axis is bad news.

He stands about 12 feet tall, and is wreathed in terrible flames, and crowned with many horns, and has many arms ringed about him, at least, when he doesn't want to be civil about things. His head is also a skull most of the time. Axis organises the fights, and occasionally asks favours of those who do particularly well. Very few are not friendly with Axis (not to his face at least) and his connections make Mighty Lord Eschataloc of House Lethe quite, quite jealous. 

Elysium

As good as it gets in Hadestown. The buildings are actually cared for (often by souls from Tartarus who are bullied into doing it), and the streets are clear of rubble, even the back streets. The tea houses have comforting candle glows, and here, you might almost forget you're dead.

Almost.

In Elysium is the last of the great houses, Styx.

Styx

The final great house, it is something of a temple, something of a gathering place. One thing about it in particular stands out, while within its walls, no harm can befall you, of any kind. Knives will not cut, fires will not burn you, and even hurtful remarks gutter and die in the throat of those that would say them (if the saying would actually cause any offence to any that would hear it). It is a neutral meeting place for the dead and those that would visit them.
It is all presided over by The Dour Dowager, a woman of some startling age, beauty (considering her advancement at least) and cunning. She has little stake in the schemes and politics of her fellow dead, but she does so enjoy knowing about all about it, and is more than happy to trade secrets with those who offer. It is also she that controls the schedule of who can make use of each of the Styx's private rooms, the price often being a piece of juicy, fresh gossip.

The Lord's Palace
There are no records of it, but the Lord of the Dead was overthrown, and his corpse thrown into the black sea. In his place, 3 Judges sit in counsel of Hadestown, and continue the charade of the Lord's rule. His throne sits empty. This is very much secret.

The Three Judges
Mila - A general in life, she is stern, tactical, and imperious. This is also all a facade to ensure that none try to get too close to her. She is haunted by her old comrades.
Rhadaman - A king in life of a small but prosperous realm, brought to ruin in a single night because of a single mistake. Deeply disturbed by his past failings.
Aedriad - A mere beggar in life, long suffering and deeply empathetic, and yet also capable of startling acts of pragmatism in the name of Hadestown.

Together the three run the settlement fairly, if tersely and occasionally brutally. They are not above throwing shades into the lake and not looking back. They would do anything to continue the town's legacy, and their own standing.

The Alchemist's Manor

The Alchemist Arnault Roftengirt passed away peacefully in his sleep. His house however, has passed into chaos and horror.

Adventure Overview

As far as is known, Arnault was something of a recluse anyway, and was never really seen around town, only his manservant, Jeeves. Recently thought, many of his house-servants have left his service, saying that he has gone slightly mad in his old age.
In truth, his obsession with Alchemy drove them away, and he came this close to achieving his Magnum Opus before old age claimed him. 
Since then, all the various bottled terrors and demons of science have broken free from their restraints, and the house is now a veritable death-trap.
Though a deathtrap that also happens to be full of the riches of a retired noble and accomplished alchemist...

Terrors of the Manor

1 - The Quicksilver Serpent
A great roiling serpent of purest mercury, it surges throughout the house when roused, engulfing and crushing with its flowing poison-flesh.
For the most part it is happy to remain in its vat, but vibrations bother it, and the greater the vibration, the greater the Serpent's anger. The source of its life is a chunk of alchemically treated stone, carved with runes, and infused with strange aethers. It cannot be subdued unless the stone is removed from its head.

2 - The Formless One
It tries its best to look human. Perhaps it was once, but not any more.
The unfortunate result of alchemical run-offs and by-products carelessly disposed of. Its flesh warps and flows, and can with only a few minutes observation, perfectly (for the most part) mimic another humanoid creature. It only lasts a few minutes, but until it breaks down, most would not be able to tell the creature apart from the original; except for one major difference. The Formless One stinks to high heaven of ammonia. It is well aware of this fact, and tries to hide this from potential prey by remaining in areas that already reek of alchemical compounds.

3 - Poor Old Jeeves
The much used and abused butler of the household in his time has had to clean up alchemical accidents, nurse the old alchemist back to health after said accidents, and quietly 'dispose' of numerous failed experiments. These days, he finds his own health in a state of some flux, though he still dutifully conducts his tasks throughout and around the chaos of the grounds.
His skin is black and brown and bubbling, more oil and grease than meat. His eyes have gone too, replaced with ever weeping pools of sickly yellow gel. He can't tell that you're a person, he just sees you as another mess to clear up, and he's awfully good at clearing away messes with his terrible, inhuman strength.
Luckily for you, he won't kill you. Unluckily for you, he'll probably dump you in with the Menagerie...

4 - The Aqua Regiad (The Acid Nymph)
She luxuriates in her steaming chamber, constrained by glass to contain the worst of the vapours she sloughs off.
An elemental spirit of some maddeningly specific facet of nature, summoned by Arnault, and contained for future conversation and general chit-chat, being one of the few people Arnault ever saw whom he wasn't paying to be there. Even now, her inhuman nature is content with the quiet, though she would certainly appreciate some actually coherent company. Even better if she could ever find a way out of her containment...

5 - The Menagerie
They are twisted and pathetic. Their skin bubbles and wriggles against their crooked bones, and their hair seems to float across their bodies. The results of Arnault's final experiments in his infirmity, they are utterly wretched, and Jeeves the Butler couldn't quite bring himself to burn them alive after blade and poison didn't kill them. Now they languish in the cellars in cages too small for them and with all possible food gone. Some have resorted to auto-cannibalism in their desperation.

These shall be the Table for generating them:
Locomotion
1 - Only ragged arms
2 - Many faceted legs
3 - Long, thin hooks of nail
4 - Oozing and heaving
5 - Legs like peoples', almost
6 - On all fours, animal like
Method of Attack
1 - Retractable Teeth-Spears
2 - Claws and Teeth
3 - Caustic Bile
4 - Jutting rib-cage maws
5 - Formless flesh-gloop
6 - Constriction with boneless arms
Patheticism
1 - Huge, weeping, and misshapen eyes
2 - Its flesh is all but gone from where its mouth can reach
3 - Bones protrude from flesh
4 - Boils and blisters cover it
5 - It spouts many useless, vestigle limbs
6 - Its flesh has all but abandoned it
Useful Mutation
1 - Gribbly insect wings
2 - Sensitive detecto-whiskers
3 - Constantly spills slippery oil
4 - Contortionist rubber-bones
5 - Poisoned gas-bladders
6 - Extra, actually useful limbs

6 - The Corruption
Like tiny feather-shreds of black glass, it creeps and grows like mold throughout a section of the Manor, contained for now by the last few efforts Arnault made before he succumbed to age. It is a result of his effort in achieving his ultimate goals [see the Magnum Opus], which he of course, never fully realised. Exposure to the Corruption is not immediately fatal luckily, but it is slow, insidious, and secretive. The explosive finale where the black flakes and spines erupt from your skin and take you over entirely will not occur until you least expect it. Its almost as if the Corruption plots against you to find the opportune moment to strike. Almost.

Hazards of the Manor

1 - Crystal-Grass
Crystals are odd things, and during his initial experiments with them, Arnault created this strange, self-replicating formation. It grows only slowly, but over the years it has infested a goodly portion of the house. It is far sharper than it looks (and it looks terribly sharp), though a good strong brush will clear it out, even if it means the destruction of the brush...

2 - Melt-Haze Mold
A spongy kind of mold that bloats itself on specially prepared surfaces, that ran rampant when Arnault, in his infirmity, spilt the mixture that would allow its spread. The air around it shimmers and shines subtely, and is dreadfully corrosive to organic matter. Luckily, all that is needed to undo this dreadful hazard, is a stiff breeze. Blowing away the vapours allows safe passsage for 10 minutes, while the Mold replenishes the dissolving mists. Alternatively, a thin film of any inorganic matter will also protect you from the mists, and applying this cover to the mold will kill it in only a few minutes, though it must be nearly airtight at least.

3 - The Tree of Life
At first, you would be forgiven for assuming that it was a tree, but the fruit it produces are too soft and meaty to be real fruit. Within each fruit-sac a fetus-thing slowly grows and develops. No-one yet can tell what they will become, but surely it can't be anything good. Damaging the sacs with an edged or piercing tool or weapon bursts it prematurely, releasing a smattering of soft flesh and acidic fluids. Other weapons deal insignificant damage to the squidgy sacs.
What lies within?
1 - Tiny people, with strong and strange telekentic powers, and a deep set hatred of humanity.
2 - Wolf-like things with tentacle mouths, they will steal babies to hatch eggs in.
3 - A thin serpent of green and pallid flesh. It can burrow into flesh to wrap around the spinal chord, and pilot the helpless person like a meat puppet.
4 - Uncountable spiders with a single hive mind, their task is to retrieve prey to feed the tree.
5 - Clones of Arnault, with dark and twisted ambitions and minds, and all his vast knowledge.
6 - Seeds of the Corruption.

4 - The Old Lab
Beakers, vials, metal boxes, glass tubes in all shapes and configurations, tomes, grimoires, incunabula; Arnault spared no expense in stocking his laboratory. Unfortunately, in his old age he left much of it in long-term experiments that he swiftly forgot about and neglected. The descent of his lab has only accelerated since his death. Even the smallest touch could have drastic effects.

5 - Vitae Storms
Clouds of ever-billowing purple-tinted smoke, shaped like people. Small arcs of lightning crackle and snap within. They don't move, unless you touch them, then they mirror you. Only strong winds can disperse them away from you once you touch them. Don't go inside them, or you'll crackle up into burnt meat.

6 - Bubbling Doom
Spilt vats of glinting powder, harmless, unless inhaled. Its effects won't manifest straight away, but in the weeks to come, you will hack up lumps of your lungs, slowly giving in to asthma, and eventually suffocation on your own liquefying lungs. There are masks which allow safe handling of the stuff in the Old Lab, and of course, its perfectly safe to handle as long as you don't breathe...

Treasures of the Manor

1 - Fool's Gold
It looks almost, but not quite like it. It would take an expert to be able to distinguish it though.
1 ounce of Fool's Gold is as valuable as an ounce of Gold, to those who can't tell the difference.

2 - Vials of Alchemical Products
Mysterious vials of equally mysterious liquids? Probably quite valuable.
What does this vial do?
1 - Heady fumes; enough to get you high for a good hour.
2 - A viscous, and terribly staining, ink.
3 - A minor explosive, enough to knock someone down.
4 - Apparently nothing... roll twice more if mixed with another vial.
5 - Bottled blood.
6 - Glows when shaken. Burns on contact with air.
7 - A powerful (if gritty) antiseptic.
8 - Steams a huge amount when mixed with water.
9 - Fizzes and sparks when exposed to air.
10 - Just water. Colourful water.
11 - Horrifyingly potent acid.
12 - Mutagenic, make a constitution save. On a fail, gain a menagerie patheticism. On a success, gain a menagerie useful mutation.

3 - Roftengirt Heirlooms
Potentially there are other branches of Arnault's family who might pay for these. At the very least, there must be collectors who would cough up for them.
Each heirloom is either a trinket, or a trophy. Trinkets take up no inventory space, each trophy takes up 1 inventory slot.
Trinkets are worth d6-1 gp each.
Trophies are worth 2d6 x 10 gp each.

4 - Arnault's Alchemical Notes
His works were extensive before his untimely demise. There must certainly be dozens of stable recipes scattered around the house, and many more pages of unfinished projects beside that still fit for fiddling with.
By using Arnault's notes, you can speed up one of your alchemy projects. The notes begin with a rating of 6. Each time you wish to use the notes, roll a d6. If the result is equal to or less than the Note's rating, you cut the time and costs required for the project by half, as Arnault has already performed much of the work for you. Then, decrease the Note's rating by 1 if it was successful.
The Note's effect can be used whenever you perform that project as well, but on subsequent attempts, it only halves the time cost of a project.

5 - The Distillation Knife
This is a rather rare and exceptionally well-made tool of alchemy. Its specific purpose is to, rather than cut things into pieces, to separate them on a chemical level into their component parts. Slicing a loaf of bread would not result in slices of bread, but piles of flour, maybe a bit of sugar, some yeast, a puddle, etc. Nothing is beyond the capabilities of the knife, though more complex materials take more time to separate. Harming a living being with one would take minutes of plunging the knife into them, slowly bubbling them away; hardly worth the effort.

6 - The Formalline Lense
The other half of a Distillation Knife, and apparently unique in all the world, Arnault's true masterpiece and legacy. It allows you to see things as their constituent alchemical parts, ripe to be separated with the Knife.

Alchemical Products

1 - Alkahest
The universal solvent, it requires a talented alchemist to construct a container that you can remove the glue from. Once applied, it indelibly binds two surfaces together. Onyl Sovereign Glue can separate them after that.

2 - Sovereign Glue
The exact opposite of Alkahest. Also requires a skilled alchemist to create a container that won't fall apart while containing it. Reverses all reactions, separates all binds, key component of Distillation Knives.

3 - Gilting Oil
When applied, leaves a material stained a slick brown. When dried, it appears to all eyes to be gold. Even to experts. It wears off after about a year, or after exposure to alcohol.

4 - Liquid Crystal-Grass
Takes a minute to set, by once poured, will harden into a slightly cloudy crystal that is just as hard as glass, but also half as brittle. Viscous enough to pour into rough 3D shapes too, but very rough shapes. Runny enough to spoil most details without great skill and/or constant tooling.

5 - Rejuvenation Salts
When dissolved in water, one dose of Rejuvenation Salts creates a tonic which has the same effects as a potion of healing. Desperately hard to create, a key ingredient is serpent scales.

6 - Withering Stone
The opposite of Rejuvenation Salts. Even mere physical contact withers and desiccates living tissues. Swallowing one would be terribly painful, and almost certainly lethal. Similarly tricky to create as rejuvenation salts, a key ingredient is ferret bone.

Alchemical Equipment

Every machine described here is present in the Manor somewhere, but only one has Arnault's masterpiece in or near it, according to his specialism.

1 - The Psuedo-Resonator
Part observatory, part crystal sphere, part dream-occulum; no-one is quite sure what it really does, or how it does it, but its uses are documented, and the instructions are followed, and the results occur, and everyone is mostly happy about it. Putting your head into it is like the most incredible high, hallucinations, strange sensations, sudden revelations, the whole bit. It also requires a saving throw or reorder your mental statistics due to mind-scrambling.
If Arnault had an Abstract specialisation, the shard of the Philosopher's Stone is within the Psuedo-Resonator.

2 - Ioniser/Deioniser
A bizarre labyrinth of crackling coils and sparking resistors, standing between the coils while they are activated (which is done by dipping the control rods in the battery-bath) requires you to make a saving throw of some sort or get blasted with lightning. Wearing metallic armour means that you take the saving throw at disadvantage.
If Arnault had an Energetic specialisation, then additionally, the False-Arnault is here.

3 - Distillation Chamber
A great vat with tubes, valves, and small localised furnaces dotted higgledy piggledy over it. Within, things are broken down, reconstituted, or refined. Getting inside would be something of a chore, but if you did, you would have to make a total of 3 saving throws. For each you fail, you lose a third of your hit points. If you succeed on all three, you actually gain a new hit die, and gain 1 point of AC as your flesh crystalises.
If Arnault had a Basic specialisation, then within the Distillation Chamber floats the Psuedo-Panacea, which will require a saving throw against the Chamber's effects to retrieve.

4 - Condensing Chamber [Aetheric - Breath of Life]
A great tank with a rib-cage of looping coils that runs underneath the vat into a freezing bath of mysteriously cold liquid. Anything dunked into the coolant the pipes loop through instantly freezes and in all probability, snaps off immediately. This is doubly certain for organic matter, and limbs in particular.
If Arnault had an Aetheric specialisation, then sat among a huge number of nearly, but not quite, identical glass beakers, is a stoppered bottle holding the Breath of Life. It is the only bottle that holds a gas, all the others have dusts and liquids and oozes and such, but you wouldn't spot it from a cursory glance.
Arnault's Breath of Life is not perfected of course, and rather than a permanent effect, it has 6 doses which provide its effect for 1 hour.

5 - Deep-Freeze Storage [Biological - False Homunculus]
A chamber, reinforced walls and stranged frosted pipes. The noise it creates is incredible, and it can be heard clearly in any room it borders, and faintly in rooms bordering those. Staying in the chamber is dangerous, and causes damage for each round beyond the first you stay within, such is the rampant cold. First, it deals d4 damage, the d6, then d8, scaling up a dice size each turn up to d20 every turn.
If Arnault has a Biological Specialisation, then the False Homunculus sits, floating in a iron chamber filled with preservatives and sedatives.

6 - The Smelter Vats [Impirical - Fool's Gold]
Basically a huge, huge furnace, with great vials of glowing liquids resting atop it, bubbling gently. A small door hinges open to reveal a deeply soot-black chamber that reeks of gas.
If the Vats are activated, almost anything placed in there will be almost immediately obliterated. If its organic and alive, it takes 10d10 fire damage each round. Most anything else will be ruined after a round, and obliterated d6 rounds after that. Its somewhat hard to get anything in there though, the aperture is only a little larger than a shovel's blade. Metal will melt in a round as well, regardless of how much is placed inside.
If Arnault had the Impirical Specialisation, then on one of the desks near the Vats is an instruction pamphlet (scribbled and rough) and a few goodly sized nuggets of Fool's gold (appearing to be worth about 100sp). From the instructions, given 10 sp of input materials, 2d10 x 10sp of Fool's Gold can be produced. It has no real value of course, it is only worth that much money to those who can't tell you aren't offering the real deal.

Arnault's Magnum Opus

Depends entirely on the specialism that Arnault held in life. Roll to determine the specialism and thus the Magnum Opus.

1 - Biological
The Pursuit of Bodily Perfection, the skill of distilling humours, and molding flesh into new modes and shapes.
The Magnum Opus of the Biological Alchemist is the creation of a perfect Homunculus, a created man. Arnault was close, but his creation was flawed, and the mind of his creation fractured at birth. It currently sleeps in an amniotic tank, but it is vastly aware of the House, its psychic powers latent, but unconsciously potent.
- Additional Terror: The Imperfect Homunculus - It is a horrible thing, diseased and corrupted, afflicted with every single result on all the menageries' tables. Somehow it is still nimble, fast, and strong...
- The Maker's Mark: The forms of the Terrors (except the Quick-Silver Serpent and The Aqua Regiad) look distrubingly close to human, but not quite close enough.
- Additional Treasure: The Nomad's Rose - A single flower, deep crimson, so deep as to almost be black. Smell its scent, and be transported briefly to a comprehension beyond comprehension. Eat it, and gain a revelation. It is also a token for a journey to the far shores of death and a safe return, for yourself at least.
- Signature Machine: The Deep-Freeze

2 - Impirical
The Pursuit of Material Perfection, the skill of refining metals and crystals, of ascending base materials to transcendent metals like Gold.
The Magnum Opus of the Impirical Alchemist is the perfection of Transformation of Base Materials, particularly into Gold. Many methods of creating materials that look very much like gold have been devised, and Arnault's is likewise flawed. It is however, new, and as such it will fool most for a while at least. Possession of it will attract attention however, both from those who wish to posses that knowledge and those that seek to destroy it. 
- Additional Terror: None - the true test is fending off rival Alchemists and Witch-Finders who want what they think you know.
- The Maker's Mark: The forms of the Terrors are somewhat metallic in patches and growths.
- Additional Treasure: A nearly endless supply of Fool's gold; almost the same thing, only detectable by a knowledgeable few
- Signature Machine: The Smelter Vats

3 - Aetheric
The Pursuit of Environmental Perfection, the skill of inducing vapours, and dictating their properties and uses.
The Magnum Opus of the Aetheric Alchemist is the Breath of Life, which would allow Man to survive most any condition, to free him of such needs as comfort, and oxygen. One of the rarest branches of Alchemy, in this result, Arnault is one of the few to dedicate himself to it, but his work was dreadfully flawed, and instead of creating a Breath of Life, he accidentally opened a gateway to the outer reaches of that Distant Night, and a Monstrous Wind came into our world. It twists and warps, much like Arnault's experiments do, and it was such that attracted it to the gateway, but for now at least it is sealed; Arnault had the foresight for that much at least.
- Additional Terror: The Monstrous Wind - Slightly yellow tinged air, it ages and deteriorates far too rapidly to be safe at all. For the most part it is quite placid, though sound disturbs it, the louder the sound, the greater its desire to hunt you down and weather you down to nothing...
- The Maker's Mark: The Terrors (except the Quick-Silver Serpent and The Aqua Regiad) have mechanical breathing apparatus incorporated into their bodies.
- Additional Treasure: 2d4 vials of Void-Vapours - A vial of void vapour does wonders for the human brain, you gain insight into the wisdom of the starry heavens for a moment, enough to ask a question, and receive a truthful, if brief and overly-literal answer.
- Signature Machine: The Condenser

4 - Base
The Pursuit of Unseen Perfection, the skill of removing flaws, of making what already is as good as it can possibly be.
The Magnum Opus of the Base Alchemist is the Panacea, the universal remedy. It is said that a few examples of it already exist in the world, and as skilled an Alchemist as Arnault was, his was not quite as perfect as those must be. His version is very close to it, once ingested, all ailments are cured and forced from the body, resulting in perfect health. There is a catch however. The removed impurities and imperfections are literally removed from the body, and will form a new instance of the Corruption whenever the Psuedo-Panacea is used. 
- Additional Terror: None - though use of the Psuedo-Panacea will recreate the Corruption
- The Maker's Mark: The terrors (except the Quick-Silver Serpent and The Aqua Regiad) bear Corruption like marks on their flesh.
- Additional Treasure: The Psuedo-Panacea - Will heal any diseases and ailments that trouble you, and even give a go of curing those of magical providence. However, the following day you will vomit up a harmless black pellet, which will sprout into an infestation of the Corruption the next day...
- Signature Machine: The Distillery

5 - Energetic
The Pursuit of Power and Potential, the skill of inducing and discharging, of making machines and controlling the obscure energies that control them.
The Magnum Opus of the Energetic Alchemist is the Machine-Mind, the Deus Ex Machina. Arnault's experimentations created many things in the world that could be mistaken for thoughts, but none were truly original. None arose from nothing, they were only ever reflections of himself. One of these reflections he sculpted in his own image, an idol of narcissism, who even now pretends control of the house and the roiling chaos within.  
- Additional Terror: The False-Arnault - Just like he used to be in his prime, only his intentions are dark, and the corruption bears no risks to him. He sees it more as... a tool to get what he wants. And his hungers range so deep...
- The Maker's Mark: Sparking rods and cables adorn the Terrors and/or their prisons
- Additional Treasure: The Charging Rod - All lightning is attracted to the rod, and stored endlessly within. Where does the lightning go? Who can say, it just does.
- Signature Machine: The Ioniser/Deioniser

6 - Abstract
The Pursuit of Splendid Existance, Eternal and Untouchable, the skill of uttermost refinement and perfection, even unto levels the human mind cannot conceive.
The Magnum Opus of the Abstract Alchemist is theorised and conjectured to be possible, but none have ever managed to produce a Philosopher's Stone of their own. Arnault had decades of his own research and the research of dozens that came before him, and the stone eluded him too. Through great personal expense, he managed to procure for himself a spent shard of a stone for his own tests, though he never quite managed to replicate it.
- Additional Terror: The Kaleido-Meister - A terrifying, long being of strange and abstract realms, he might boil you away into butterflies, or flense you with merely a touch. It is somewhat confused about being in this... simplistic world, but its confusion is deadly to us.
- The Maker's Mark: The Eyes of the Terrors are Starry Voids
- Additional Treasure: Shard of the Philosopher's Stone - can transform one object into solid gold, ever. Don't touch the ground, only a small patch would transform. Be very literal with the definition of "one object".
- Signature Machine: The Psuedo-Resonator

Grave-City of the King-Priest

Image result for fantasy egyptian necropolis
Choose wisely.


Somewhere out on the frontiers, in another age, in another time there was a desert, ruled by kings who were gods. The tombs they built to preserve their earthly souls after death survived the world they knew, and now this one stands still, just. A few individuals and defences still hang on too, destroying those who would defile the holy corpse of the King-Priest.

Terrors:

1 - Sand-Sealed Soldiers: Trapped in sealed chambers, stood in their ranks, the sand poured in an eternal vigil. Opening certain doors will release them.
2 - The Scorpion Sisters: Spirits of the desert bound to the tombs by an ill-considered deal. Like a centaur only the horse parts are giant scorpions. Guard the Promenade of Heroes.
3 - Desert Hunger Spirits: They remain clinging to the edge of the tomb-complex, held at bay by the sun disk. Their prey end up husks, withered and dry.
4 - Curse-Seals: Hold fast the great stone doors of the tombs. If broken by intruders, they release the curses that are stored inside.
5 - Guardians of the Royal Souls: Canopic-Statue-Guardians, holding the sacred organs within their chests. Imbued with divine purpose.
6 - The Many-Lords of Rot: A rival power to the King-Priest, a hive mind of worms, locusts, beetles. They would feast on the royal souls.

Treasures:

1 - The King's Riches: Much gold, animated servile statuary, gems, jewels, scepters, oh my!
2 - The Sun Disk: Blazes with golden light, the power of the sun. Blasts of incandescent flame blast and repel spirits and the inhuman, at least those without the seal of the King.
3 - The Moon Blade: Blazes with a cold blue flame, the power of the moon. Harms and subdues ghosts and other such otherwise immune undead.
4 - Preserved Remains: Alchemically potent through the weight of passing centuries, academic types would pay through the nose for them.
5 - Historical Information: Requires some serious translation work, but the context it would provide historians is invaluable.
6 - Salt: Just like loads of salt. Loads of it. It was valuable back then! Still worth something now.

Features:

1 - Defeated Defilers: Blackened and twisted and contorted, held in place forever. The ghosts of some rage nearby. Some still clutch treasure in dried and oily hands.
2 - Small Shrines: Here there are ancient and crooked priests who can cleanse you of your sins, if you bring a proper offering.
3 - The Promenade of Heroes: Many columns depicting and retelling the tales and legends of ancient adventurers and heroes. Offer clues about the contents of minor tombs and the grand pyramid.
4 - Scarab-People Scavengers: They too seek the treasures and wonders of the city, travellers from the roving tent-city of their people. They have trinkets for sale, and would perhaps buy ones you find.
5 - Houses of the Dead: Here the corpses of the worthy underwent their journey to eternity. Now they are cold and empty of all but the many jars and urns of salt.
6 - Titan of the King's Judgement: The Doom of Sinners, but blind to the unblemished. The weak point is at the base of the skull; it is unguarded, but hard to access.

Ancilliary Tables

The Holy Souls of the King-Priest
First is the Soul, then the organ that it inhabited, then the head of the Guardian, and finally the power of the Guardian.
1 - The Name - The Teeth and Tongue - Jackal - Taunting and disorienting cackles and whispers.
2 - The Shadow - The Liver - Crow - A paralysing shadow, which animates and grapples you.
3 - The Soul - The Stomach - Hippo - A bite attack which grapples on a hit.
4 - The Mind - The Eyes - Ibis - Fights with a bow which fires feather arrows.
5 - The Breath - The Lungs - Hawk - Flight on great skeletal wings.
6 - The Body - The Spine - Crocodile - Armour, which it can partially shed to regenerate.
7 - The Blood - The Heath - Bull - Flaming Aspect, which intensifies as it bleeds.

Curse-Seal Effects
1 - Swarms of Locusts pour forth from the shattered seal.
2 - The one that broke the seal magically ages a year each day.
3 - Each week, one of the family of the one who broke the seal is compelled to commit suicide.
4 - Creeping Petrifciation spreads from the limbs that broke the seal.
5 - Water turns into Sand in the mouth of the one that broke the seal.
6 - The one that broke the seal is always on the verge of heat-stroke, even in the snow.
7 - The eyes of the one that broke the seal turn to scarabs which will live in the sockets.
8 - The Black Jackal of Doom follows the one who broke the seal, it hounds them.
9 - A Creeping Flame sets in the air, spilling like mist from the broken seal.
10 - Water won't stop pouring from the broken seal.
11 - The Guardians of the Royal Souls always score critical hits on the one who broke the seal.
12 - The one who broke the seal becomes deathly vulnerable to sunlight.

Sin and the Titan
The titan is a vengeful guardian of the Great Pyramid. Its empty eyes see only the sins of trespassers, and the blameless are invisible to it. Every other round it makes an attack against a sinner, determined randomly, though it has double chances to target the most sinful individual it can see and reach. It rolls to hit with only a d20, modified by the amount of sin the target has accumulated.
Each sin is counted up individually, and each sin must be atoned for individually. For each category that you have 3 or more sins of, the titan gains +1 on to hit rolls against you. If you have 10+ sins in total, the Titan hits you automatically.
Sins:
1 - Breaking a Curse-Seal
2 - Destroying one of the Guardians of the Royal Souls
3 - Stealing Funerary Gifts
4 - Trespassing in Sacred Spaces (i.e. the burial/treasure chambers of minor tombs, and any chamber on the third and fourth levels of the Great Pyramid)

Minor Shrines
First is the name of the Shrine, then the price that must be paid for atonement, finally the benefit it provides.
Each shrine only occurs once in the Tomb-City, further rolls of previously discovered shrines indicate another entrance to it.
1 - House of Names: A Tooth - Atones for all sins gained from destroying guardians of the royal souls.
2 - Pit of Unburdening: Only the pain of being thrown into the Pit (20 feet deep), and remaining there for 1 hour - Atones for all of one random type of sin.
3 - Table of the Feast: Salt for further meat, at least a pound - Merely a safe haven, laden with food.
4 - Shrine of Red Release: 1 constitution point's worth of Blood - Atones for all sins gained from breaking Curse-Seals
5 - Cells of Contemplation: A Day's worth of fasting and meditating - Reduces each count of each sin you have down to 2.
6 - Pools of Cleansing: A deep and jagged cut, dealing 1 point of damage for each hit die you have - Breaks a curse that affects your character.
7 - Temple of Judgement: 10% of all gold carried on your person - Atones for all sins gained from stealing Funerary Gifts.
8 - House of Confession: A penalty of 1 to all d20 rolls you make for the rest of the day - Atones for all sins gained from Trespassing in Sacred Spaces.

Defeated and Cursed Defilers
They are all black and shrivelled by age, their skin slightly sticky and greasy, and they are frozen in their current poses. Trying to rearrange any part of them will snap off the part in question.
Each has a 3 in 6 chance of manifesting its ghost, and a further 3 in 6 chance to have its treasure somewhere on its person. Ghosts can't stray out of sight of their body. If a defiler has both a treasure and a ghost, the treasure is almost certainly the cause of their suffering.
Each Defiler can be encountered multiple times, until it is encountered with either its ghost or treasure. It cannot be encountered again after that.
1 - Frozen in a convulsion of pain - ghost only wishes for mercy - treasure is a ruby carved like a fire
2 - Pinned to a wall - ghost fights to the bitter, bitter end - treasure is a masterwork spear-head, needs re-hafting.
3 - Face-down in the sand - ghost is a cruel thief - treasure is a pouch full of old gold coins.
4 - Curled up, feotal, wracked with fear - ghost cowers in the corner and waves a knife desperately at any who draw near - treasure is a golden ring, set with a tiny rat skull.
5 - Decapitated and dropped - ghost is headless, and swings a blade around wildly - treasure is a canopic jar with a preserved organ inside (roll on the Holy Remains to see which organ it is, though it is never the kings actual organs of course).
6 - Torn in half and discarded - ghost desperately tries to scoop its organs back inside its ruined form - treasure is a golden plate bearing mystical rites for burials.
7 - Bloated and disfigured by a scorpion sting - ghost spews poison and miasmas, it can't help itself - treasure is a cursed, lapis lazuli scorpion.
8 - Aged to a thin and broken nothing - ghost is an ancient old man, wracked with age-pains - treasure is a map of the (supposed) afterlife.
9 - Shrivelled and curled by the sun - ghost desperately seeks water - treasure is a beautifully adorned urn full of salt
10 - Nibbled and Chewed by Locusts - ghost is merely a mad swarm of ethereal insects - treasure is a scepter with the end carved in the likeness of a flying insect
11 - On hands and knees, as if desperately crawling away - ghost crawls, throwing up clouds of sand, fights more like a wolf than a man - treasure is an amulet depicting a prowling jackal.
12 - Knelt, sobbing, forever - ghost merely weeps - never any treasure.

Minor Tombs

Each tomb has a 1 in 6 chance of already having been looted floor to ceiling by Scarab People. They will be selling any of the treasure that would have been inside on a small mat just outside the entrance of the tomb.

Name of the Hero buried there
Each of these tombs can only be encountered once, further rolls of previously discovered tombs indicate another entrance to it.
1 - Ash-Kin-Pal: Master of the Armoury
2 - Sen-Wos-Ret: Conqueror of the Mishaninites
3 - Ren-Qo-Tet: Chosen of the Sun
4 - Fos-Mah-Ning: Breaker of Men
5 - Sir'ik-Toh-Pah: Beloved of Gods
6 - Xer-Man-Yung: Tamer of Crocodiles
7 - Sehk-Met-Hol: 100 Man Slayer
8 - Bah-Sing-Kir: Master of the Walls
9 - Far'aq-Mal-Dur: He who crossed the Desert and Returned
10 - Ihm-Ho-Tesh: Chief Priest of the Little Temples
11 - Seer-Et-Josh: Who died too Young.
12 - Anu-Bish-Shal: Keeper of the Moon-Blade (His Tomb also has the Moon-Blade as its treasure)

The Tomb's Defences
Each tomb will have d4+1 defences.
1 - Hidden Pits with spiked bottoms.
2 - A Curse-Sealed Door.
3 - A Maddening Labyrinth.
4 - An Animated Guardian Statue, each has a measure of power over either Fire, Sand, or Light. 
5 - Sand-Preserved Soldiers, each turn an exploding d4, with a +1 modifier for each turn the chamber has been open, number of soldiers crawl forth from the sand before rising to attack. More emerge each turn until all 40 have been slain.
6 - A Great Mummified Beast, thrice the size of a Man, and has either immense strength, paralysing venom, or a hypnotic gaze.
7 - Acidic Mists in precariously Balanced Jars.
8 - Spring loaded blades and Spears hidden in the walls.
9 - Trapped Monsters, kept alive by ancient magics, use your favourite random monster table, or one of flaming desert wolves, fog-breathing vultures, or a crocodile-dragon
10 - A Door locked by a Perplexing Riddle.
11 - A Huge Serpent whose scales are miniature sarcophagi for mummified snakes. d4 are released and animate each time the Serpent is hit by an attack.
12 - A Spirit of the Sands, takes the shape of a desert jackal. Contact with it withers you for 1 hit point per level/hit die you have. Is willing to talk, will permit the pious to pass, if they can prove it.

Treasures of the Tombs
(Besides your usual compliment of gold and art objects)
These are the special contents of the final chamber, alongside the sarcophagus and remains of the tomb's owner.
Roll only a d6 to begin with, but cross out each treasure you roll except 'Much More Gold', effectively pushing each lower result one number higher. If you roll higher than you have results for, use the highest available.
1 - Much more Gold
2 - A Magical Blade, it can harm spirits and glows in their presence.
3 - A Sacred Spear, once per day it can be called upon to release light like the sun.
4 - A Statue of a Horse, it obeys the one who wears its amulet, and is in all regards, a stone, tireless, perfectly obedient horse.
5 - An Amulet of a Scarab, it is a brilliant blue. The next time the wearer is targeted by a curse, the amulet takes it on instead, and becomes a dull black, and the curse is nullified. Useless once this happens.
6 - A Pouch of Sand, when a handful is thrown, it creates a great gust of hot, dry wind. Enough for 2d4 such handfuls.
7 - A strangely curved Knife, it can cut apart water like clay; where the knife has sliced, the water cannot fly back, unless encouraged by a hand like reconnecting dough.
8 - A Mummified Crocodile, if ground up and snorted, you experience unsettling visions of the crocodile stalking and eventually killing helpless prey,
9 - A Scroll depicting many old and lost Gods. Worth much to the discerning collector.
10 - Scraps of ancient wisdom on the Arts of Alchemy.
11 - A Golden Crown, those who see you in it are filled with a minor admiration, until you perform an act that would go against their faint respect for you.
12 - A Jar of Ointment. Wounds washed in it will never go septic and heal in the hour. Corpses covered in it will never rot. Enough ointment for 100 wounds, or 10 corpses.

Rooms and Guardians of the Grand Pyramid

The Courtyard of the Titan is the outer entrance of the Pyramid. Rooms 2 - 5 are on the first level of the Pyramid. Rooms 6 - 8 are on level 2, rooms 9 - 11 are on level 3, and room 12 is on level 4. Each level is Curse-Sealed, and has a number of Defences (from the minor tombs) equal its level in the corridors connecting each room.
The Sun Disk crests the very peak of the Pyramid.
First, the name of the Room, then a description, finally, any noteworthy contents.
1 - The Courtyard of the Titan: Wide and open, surrounded by pillars - The Titan of the King's Judgement keeps a careful watch for sinners.
2 - Hall of History: A long hall, many murals and depictions of the King-Priest's glorious deeds - a withered old priest who will explain it all to you, at great length.
3 - The Champion's Chamber: A circular chamber, ringed with chest-high braziers, still burning, the floor is covered in sand - The King-Priest's Champion, a master swords man whose blade commands the sands.
4 - The False-Door: A great door-way, only it is no door at all, and is merely solid rock - the False Door is flanked by Animated Guardian Statues.
5 - The Corrupted Chamber: Walls are covered in rot and putrefaction, leaking from a cage in the centre of the room - in the cage is a Many-Lord of Rot, bound in place with mystic sigils.
6 - Shrine of Contemplation: A small altar, bearing a replica of the Sun-Disk, and ringed with incense burners, still full - no other contents, it is a sin to trespass in this sacred space without leaving an offering, or if you make any sound beyond your footsteps.
7 - The Pristine Pools: 5 pools, one inside a ring of the other four, cleanses curses from those who bathe in them - a white-scaled Water Spirit in the shape of a serpent desires fine music and proper respect to allow entry to the pools.
8 - The Cult Chamber: At the centre of the room is a huge statue of the King-Priest, a place to worship his departed divinity - an Invisible Sand Spirit attacks those who do not show proper respect to the shrine and leave suitable offerings.
9 - The Model Chamber: A grand table sits at the centre of the room - on the table rests a miniature model of the city, any change made to the model is physically reflected in the real city over the next hour, as if an army of invisible servants carve it away or build it up (which is in fact, exactly what is happening).
10 - The Treasure Chamber: Vast piles of wealth, stacked as high as a man - as soon as even one coin is removed from its pile, 3 Sand-Sealed Soldier chambers open.
11 - The Queen's Tomb: Plainer than you might expect, a reasonably sized sarcophagus lies in the centre of the room - the Ghost of the Old Queen dwells in this chamber, she is quite friendly, and is not angered by tomb-robbing, just very, very disapproving of it. She knows all about the Grave-City, as she helped design it. Can (and indeed, is eager to) tell you any secret about it if you stay on her good side. A bot touchy about being dead.
12 - The Burial Chamber of the King-Priest: Huge, and high roofed, many opulent murals - the King-Priest's Sarcophagus, and the 7 Guardians of the Royal Souls. Should all the Guardians be destroyed, and the King's Corpse revealed, there will be One More Complication. 
The King's Corpse bears: a Royal Scepter, 6 Holy Rings, A Might Amulet, and its left hand is clad in gold and heals at a touch of the fore-finger.

One More Complication
1 - A Many Lord of Rot emerges from the shadows. It has followed you for some time now, and it demands the holy organs and flesh of the King-Priest, as revenge for an ancient wrong.
2 - The Tomb has started to collapse! There's only time to grab one thing each if you don't wish to risk death.
3 - The Corpse of the King rises, ready to interact with the party.
4 - Each individual member of the party is inflicted with a Curse as if they had broken a Curse-Seal. Curses that would pour out of a broken Curse-Seal, instead tear holes in the palms of the PC's hands, and pour forth from that with a great deal of pain.
5 -  The Desert Shadows, an order of Mystic-Knights devoted to the old line of King-Priests will not rest until the Party have atoned for their trespasses and returned any the stolen Royal Souls, or been butchered to a man.
6 - A section of each of the four walls drops away, revealing a chamber each of Sand-Preserved Soldiers. They will fight until totally destroyed.

Random Encounters in the Tomb-City (2d6)

Roll every 10 minutes of searching. Do not roll at any other time, even night. The city is utterly dead.
2 - Scarab-People Scavengers (roll reaction with advantage), they seek to plunder one of the minor tombs
3 - A Friendly(ish) band of high-born "Archaeologists", hopelessly inexperienced and under-equipped. They will probably die if they remain without help.
4 - A Wandering Ghost, of either an old priest, a tired soldier, or a murderous defiler.
5 - A Minor Shrine (there are up to 8 of these, rolling a duplicate shrine indicates you have stubbled across another entrance)
6 - 3d4 Bone-thin Wolves (1d4 less each time it is encountered, when no d4 are left, it is only a single, dead wolf)
7 - A Defiler
8 - An Animated Guardian Statue, each has a measure of power over either Fire, Sand, or Light. There are 12 wandering the Tomb-City, further rolls indicate only a pile of rubble.
9 - A Minor Tomb (there are up to 12 of these, rolling a duplicate tomb indicates you have stubbled across another entrance)
10 - A Rival Band of Adventurers, experienced, equipped well, and armed to the teeth. There are as many as 2 in the Tomb-City at any one time. They can change over time.
11 - A Spirit of the Sands, taking either the shape of a Sphinx, A Great Serpent, or a Giant Skeleton.
12 - A Many-Lord of Rot (roll reaction with disadvantage)

The Barrow Kings

In the oldest days of man, we were in tune with the earth. We communed with spirits, and spoke to animals. We requested favours of the earth, and performed it favours in kind. The Barrow Kings are not from those most ancient of ages, yet were alive yet to see and remember the last few dying embers of it. Their spirit-magics were strong, their wills indefatigable. When death came to grasp them, they went no unscreaming, and the Barrows they leave have trapped their spirits with their old and mouldering bones. There they remain to these modern days, awaiting, awatching, disgusted at the weaknesses shown by their distant, distant descendants. Still they jealously clutch their treasures, powers, and glories, and dream in death of days when they may yet reclaim them.

The Barrow-King's Mode of War

The Barrow Kings do not all fight in the same manner, they do not all fight with the same weapons. These are the main categories of their armaments and tactics though, and they should be equipped appropriately for such, even in death.

1 - Weapon Master - Even then, the blade had been mastered, and in an art you will not know
2 - Hexblade - Many curses were wrought in their blade, in the flesh, on their heart
3 - Sorcerer King - Mightier Magics were wrought then by Mightier People
4 - Juggernaut - Armour of Stone, Shield of Bone, Blade of Iron, Might like the Lion
5 - Nightmare Master - Not even your blackest dreams match what he sees in sleep
6 - Necromancer - Bone and Flesh, Answer the Call of their Word!
7 - Animist - A Friend of the Earth becomes mighty indeed
8 - Ravager - Axes and War-cries, bloom of flame on the Horizon and a long, long Night.
9 - Proto-Paladin - The Blessings of Ancient Gods hold strong even now
10 - Shackled - Beaten, Battered, Broken, Chained; a mouthful of sand and sand and sand

Guardians

The guardians of the Barrow King attend to them personally, or await close by their gates. They are the last line of defence between defilers and the sacred bones of Barrow King. Each Barrow King has one set of Guardians.

1 - Locus Genii
2 - Ancestor Spirits [An amorphous host]
3 - Grave-Guard [3d6]
4 - Black Knights [2d8]
5 - Guardian Familiar
6 - Animated Sentinel
7 - Curse-Bond Revenant
8 - Divine Figment
9 - Plant-Ally
10 - Avatar of the Earth

Locus Genii
The Spirit of a place, a guardian spirit against defilers and a watchful nurturer for honest seekers of truth. It cannot leave this place, but while here it has incredible power and influence. All the other spirits in the Barrow are its friends, and will serve it for a time in defence of the Barrow.
Ancestor Spirits
Not all the souls of the Departed truly depart. Some remain for any number of reasons. These ones remain in service to their lord. They will endure as long as the Lord does.
Grave-Guard
Armoured Bones and Wicked Weapons; they were the elite in their day, and though the sun has long since set on them, their skill is not diminished, and their blades still bite with power.
Black Knights
Old and Mouldering bones wrapped all about in the Black Thoughts of the Barrow King, become physical by the Strange Magicks of this place. They fight as furiously as the Barrow King imagines they should, but they are subtly shapeless and unformed, terrifying nightmare-figments given existance.
Guardian Familiar
In life, this spirit-beast never left the side of its master, and it remains here still. The long weight of ages has twisted it, and it has grown huge and fat on the energies of the place, a veritable beast fanatically determined to guard the body of its old, old friend.
Animated Sentinel
Made in semblance of man, once it might have been a mere statue, or suit of armour, but now it is an unfailing guardian, immune to the burdens of sleep and weariness.
Curse-Bond Revenent
Not all who rest dead in the Barrow do so of their own accord. These are the bodies of those slain upon the crest of the barrow, whose necks were slit open that their blood could flow down and inundate the earth of the Grave. These are those powerful in their wrath, unable to leave, unable to rest, their powerful rage granting power that can't be taken out on anyone anymore.
Divine Figment
Some say that Gods are nothing more than spirits of the World grown fat on faith and reverence. Perhaps its true of all Gods, but it is certainly true of this Spirit. It has been diminished by the march of ages and a lack of offerings, but it still blazes with power beyond a mere man.
Lignic-Ally
In the elder days of man, many were closer friends of the earth and its peoples that they are in these modern days. Some of these friendships still hold strong, even after all these years, and this Plant-Person will not suffer desecration to befall the one that was its friend in elder days.
Avatar of the Earth
The mightiest of the Spirits of the World that can wander in bodies of stone and mud, some few have been bound into service, or sometimes are motivated to repay ancient debts. In either case, they are mighty guardians indeed, to whom the earth is a willing ally, and the plants a faithful soldiery.

Minions

Minions are the various beasts and terrors of the Barrow, induced to unconscious service by the undying will of the Barrow king. Each Barrow king has a set of Minions for every 2 HD they have.

1 - Votive Dead [5d6]
2 - Skeletons [3d8]
3 - Unclean Spirits [3d4]
4 - Guardian Statues [3d4]
5 - Animated Murals [d4]
6 - Earthen-Men [3d6]
7 - Spirits of Rites [2d4]
8 - Vengeful Beasts [3d6]
9 - Elemental Motelings [3d6]
10 - Dream Figments [d4]

Votive Dead
Much like the Curse-Bonded, the Votive Dead let their blood flow for the Honour of the Barrow King. Their anger was not as potent as the rage of the Curse-Bonded, and thus they remain as more docile and impotent beings, though the presence of defilers still rouses them to anger.
Skeletons
The soldiers of the Barrow King in life, they remain in devoted service in death as well, clad in tattered armour and wielded ruined weapons. Their forms hold together as their morale does, the more the battle turns against them, the quicker they crumble as their spirits abandon the battle; but should they find smaller victories in the struggle, they will surge through wounds and blows to deadlier and deadlier effect.
Unclean Spirits
Not all Spirits are the wholesome personages of stones and earth. These Spirits are rife with muck and rot, possessing deplorable hungers and loathsome forms. They lurk in the dark corners of the earth, out of sight; and thus many will congregate in the Barrows of the Ancient Kings. They are known to bring sickness and curses, and have a particular hatred of humans, who represent everything the spirits find hateful in the world.
Guardian Statues
Coming in all manner of shapes and forms, these animated idols are purpose-built to defend the sanctity of the tomb, and their durable forms and powerful blows for their size makes them ideal sentinels. Their relative slowness and the simplicity of the spirits animating them (or at least, their lack of effort) mean that they are often-times able to be outsmarted, or outmaneuvered. The long marches of years have not been kind to them.
Animated Murals
Many Barrows contain murals of the great deeds and feats of the Barrow Kings. A few even have them enchanted to come to life in defence of those they depict. Creatures of myth clamber down from the walls, armies of tiny men flood from the pictures, glowing blades and the warriors that hold them finding new life in their enchantments.
Earthen-Men
Tiny spirits of the earth given vessel in mud-moulded forms like that of men. They have been taught that they are the defenders of the King in death, and that they will tolerate no defilers. Their bodies mold as their needs dictate, though unconsciously, and they fight unyieldingly, unaware that there is even such a thing as surrender.
Spirits of Rites
Some of the sacrifices that occur during the funerals of Barrow Kings aren't solely for the glory of the dead. Some bring new spirits into being; or rather, reshape present spirits into new and horrendous forms. They are bound to the implements of ritual, the bloody knife, the stained altar, the drenched pit. They animate them in anger when defilers approach, but they are confused and lost, unaware. They will destroy what they don't understand, and back down against nothing, they are more akin to animals than most spirits. 
Vengeful Beasts
All sorts are sacrificed at the funerals of Barrow Kings, not least of all animals. Oxen, horses, serpents, wolves, dogs, fish, cats, all kinds meet the blade throat-on in honour of the departed. Their spirits remain in their bodies, and their ragged, undead forms are another line of defence between the glorious bones of the Barrow King and those who would defile them.
Elemental Motelings
Just tiny, cute little elementals. Be careful though, in swarms, they have all the capabilities of their greater cousins, a fact of which they are well aware.
Dream Figments
The dead do not rest undreaming in barrows. Sometimes, fragments and shards of dreams slip from their hollow skulls, manifesting as amorphous, indistinct mists, shapes forming and solidifying then dissipating in an instant within the mist. They prey on men, hoping that by taking the spirits of the living, they might make themselves more real. They take on the aspects of what they slay, yet they will never really attain life, and this makes the mightiest of them angry and wrathful.

How Shall Ye Know the Barrow?

Great heaps of earth they may be, yet they do not necessarily stand the tests of time, nor the march of water and wind. Even in elder days, they realised this would be true, and so made arrangements that even after uncountable ages, all would know the place where the Kings of Old still rested.

1 - By the Ring of Standing Stones upon its brow
2 - By the Lonely Dolemn crowning it
3 - By the Bolts of Lightning it calls down from the full moon
4 - By the Guardian Spirit that prowls the grounds by Night
5 - By the Shrine to the many Spirits of the Dead at its peak
6 - By the Extensive Earthworks that surround it
7 - By the Words writ in Bronze upon the Door
8 - By the Mighty Construction of Earth and Stone, it is unmistakable
9 - By the Weald-Tree that crests it
10 - By the many, many Satellite-Tombs that ring it
11 - By the Tales that still speak the Dead King's Ancient Name
12 - By the Clearly Audible Whispers of the Dead, beckoning you
13 - By the Crows that still feed on the small bones
14 - By the Will-O-the-Wisps that dance and cavort about it
15 - By the Incredible and Improbable Stench
16 - By the River that pours forth from it
17 - By the Frosts that cling to it, even in the Light of the Sun
18 - By the Howling of the Spirits at the Witching Hour
19 - By the Bones that stud it like Weeds
20 - By the Lack of anything Living within a hundred feet of it

Aspects of the Barrow

These are additional affects of the Barrow, intentional or not. Most Barrows should have one or two, maybe three for particularly powerful Barrow Kings. 

1 - It is lost in an Artificial Forest
2 - Within the Barrow are strange Moats of Mercury
3 - It is partially hidden in the Mirror-World
4 - A Preserved and Animated Guardian Beast still watches its ancient master
5 - There are many Magicked Water Features within
6 - Many Wandering Spirits take respite here
7 - The Barrow has its own spirit, soaked in magic
8 - It is mightily overtaken by Roots and Thorns
9 - It is riddled with many Primitive Traps and Contraptions
10 - The Barrow is Improbably Frozen
11 - There is a floor made of a multitude of Grasping Hands
12 -There is an Oracle dwelling in the Barrow's Walls
13 - The Air is overtaken with a Hallucinogenic Gas
14 - Within is a stained, Sacrificial Pit, and a stained, Hungry Knife
15 - The Barrow is shrouded in a Hateful Crystal's Curse
16 - It is haunted by the Ghosts of Ancient and Extinct Beasts
17 - The walls of the Barrow are decorated with Uncountable Bones
18 - There are a number of Hot Springs contained within the Barrow
19 - Much of the Barrow is Flooded with Filthy Water
20 - The Locks on the Doors are sealed with Curses
21 - The Tunnels of the Barrow form an Extra-Spatial Labyrinth
22 - The Barrow is slowly, painfully collapsing in many places
23 - There is a Shrine within, overgrown with a multitude of beautiful flowers
24 - Within the Barrow is contained a Primitive Observatory for watching Ancient and Lost Stars
25 - The Barrow is connected to a Cave used by Shamans on Vision Quests
26 - The Barrow is infested with great, man-eating Worms
27 - Many of the Walls contain Spirit-Urns, binding the Ancient Soldiers to their lord still
28 - In a dark nook there is a Curse-Nail Idol, still it seethes with Ancient Hates
29 - The earthen floors are overtaken with Plants that hunger for flesh and blood
30 - The Walls are adorned with Antikythera-esque mechanisms, with inscrutable purposes

Where is the Body of the Barrow King?

All manner of rituals are employed for the dead. Now, nothing can be said of them, save for what we might infer from where the body now rests...

1 - Still sitting in its long-mouldering Throne
2 - Laid down in a grand stone Sarcophagus
3 - Standing in their tarnished and dusty Chariot
4 - Laid out in a rotten and ragged boat
5 - Bundled with their belongings in a mere pit
6 - Resting Serenely in a Crystal-clear pool
7 - Buried Shallowly in the Earth
8 - Dashed to pieces upon an Altar
9 - Suspended in a pillar of Amber
10 - Held up in a Cascade of Roots and Branches
11 - Lying upon the charred ribs of a Funeral Pyre
12 - Cradled by some Inhuman Statue
13 - Arrayed in full Regalia with their Body-Guards
14 - Surrounded by their family in the very picture of the perfect household
15 - Sat about a table with their closest advisors
16 - Laid down in a bed, as if only asleep
17 - Spread carelessly across the room
18 - Held in the jaws of some ancient and monstrous skull
19 - Contained tightly in a patterned and decorated Urn
20 - Hanging from the neck

What is the Form of the Barrow's Interior?

Not a single Barrow is like another in its entirety. These are the patterns they follow, though each be shaped by the mind and lingering will of the dead within them. 

1 - A Long Passage into the Earth
2 - A Grand Hall of Pillars
3 - Muddy and Twisting Tunnels
4 - A Prim and Proper Tomb
5 - An Inverted Tower, sinking down into the Earth
6 - A Grand Arena
7 - It is all contained within a Great, Buried Ship
8 - A maze-like Hive of Tunnels and Chambers
9 - An almighty pit, criss-crossed with bridges
10 - A subterranean field of Sepulchers

Treasures of the Barrow King

All Barrow Kings are richly adorned with treasures and adornments. Many are even magical, as the powers of the earth flowed more freely then.
To create the treasures of the Barrow, roll twice on the Mundane Treasures table for the majority of the riches of the Barrow. Then, for every Hit Die of the Barrow King beyond the first, roll for a Magical Treasure from the Weapons, Tools, Devices, or Wondrous Objects tables either at your discretion, or the discretion of a d4. 

Mundane
1 - Beautiful ceramic arts
2 - Coins of precious metals
3 - Rough cut and set jewels and gems
4 - Shaped amber and shells
5 - Finely wrought metal weapons
6 - Tapestries of great skill
7 - Carven Bones
8 - Old vehicles, boats and chariots

Weapons
1 - Dagger of Sacrifices - The Knife that pierces the heart and dredges up all the power of its spirit
2 - Beheading Blade - Many lives has it taken, all helpless and weeping
3 - Mammoth-Hunters Spear - Fly fast, Strike True, Feed my People
4 - Megalith Maul - Built of the Stone of Earth-Pacts, bears all the weight of the world
5 - Ancient Ivory Armour - Stands at the precipice of collapse, but withstands like metal
6 - Sigil Shield - Old Signs borne on Old Wood, turns aside the magics of witches and hexers
7 - Blood-of-the-Earth Blade - Rust that sets the blood ablaze within you, sets you hard like granite
8 - Axe of Ancient Forests - Cut down a tree, and then plant it in a stump, and the tree will be returned unto you.

Tools
1 - Bone Soul-Pins - Bind the persons spirit to this place, let them know no peace, no rest
2 - Amber Inlaid Casket - What lies here will never feel the weight of ages or the passing of time
3 - Beast-King Belt - The wearer of this most high trophy will be granted the strength of the beast
4 - Char-Brass Pins - Blackened Bright like coals, they draw in heat
5 - Megalith Ropes - Make weightless the weighty
6 - Azure Adz - Blue like the sky, plant it in wrath and the sky will answer it with thunder
7 - Silver Pendent - Turn aside the attentions of Evil Eye, keep safe thine spirit
8 - Spirit-Ward Jar - Place within the ashes of the dead, and they will never know the touch of evil

Magical Devices
1 - Rune Stone Shards - Stone holds the old dreams of mighty magics, they crackle with power
2 - Stone-Wood Staff - A conduit for magics, plant it in the earth and your words are amplified
3 - Mammoth Scrimshaw - Run all about with old, old runes, they offer protection from spirits
4 - Stone-Glass Wands - They obey any command you give them that they can perform
5 - Pact of Bronze - A promise wrought in incorruptible metal, never shall it be broken
6 - A Brass Mirror - It shows you not as you are, but as they without eyes see you
7 - A Ceramic Promise - Break it and the words writ upon it are no longer words, merely shapes
8 - Amber Bond-Beads - Wear it with one that you love, they suffer as you do, prosper as you do

Wondrous Items
1 - Tree of Binding - In its roots is a prison whose bars cannot be bent, where there are no keys
2 - Rune-Stone Spire - Pin it through the Earth, Pierce the Ley-Lines, Shape them as you Will
3 - Sealed-Wind Urn - Within it lies a sleeping wind, open it and it will issue forth in Strength
4 - Blood-Bronze Manacles - Seal them tight, not even thoughts can escape them
5 - Iron Idol - Annoint it in Oil and Blood, and the Spirit shall hear your Prayers
6 - Char-Brass Brazier - Feed it blood, and quench your blades in its coals, see how they sparkle?
7 - Bloody Altar - Your sacrifices of blood and wine are received all the more favourably
8 - Vessel of Rites - It holds liquids for your rituals, and is built to receive powerful magics in return

Tables for Wizard Lairs

I'll be honest, this post will be a bit of a mess. Lots of tables that are spread a bit haphazardly. Much like Wizard Lairs I suppose.

For wizards of 1 to 7 hit dice, roll once on all tables, except Denizens, which you roll on d4 times.
For wizards of 8 to 14 hit dice, roll once on all tables, except Denizens, which you roll on d6 times, and Defences, which you roll on d3 times.
For wizards of 15+ hit dice, roll once on all tables, except Denizens, which you roll on d8 times, Defences, which you roll on d6 times, and Cool Things, which you roll on d3 times.

Oh, and only 1 in 4 Wizard Lairs have a Non-Standard Entrance.

Forms (d10)
1 -  A Tower, reaching up high into the sky, higher than it has any right to.
2 - A Non-Euclidean Space, winding and folding in and out on itself.
3 - A Cave System, twisting and coiling down into the earth and living rock.
4 - An opulent Manor, festooned with gargoyles, statues, wide windows.
5 - A smooth and featureless dome, arcing high up into the sky
6 - A small and quaint little cottage, thatched roof, wattle walls, the whole works
7 - Something like smoke, you can't quite make out the features of this one
8 - A vast and verdant garden. Flowers blossom into rooms, trees grow into spiral stairs
9 - A grand and opulent hall for feasting like lords of old, gold and wood
10 - An Inverse Tower, diving deep into the earth, rooms radiating out like branches on a tree

Aspect
1 - Ice
2 - Wind
3 - Embers
4 - Flame
5 - Metal
6 - Rock
7 - Cloud
8 - Shadow
9 - Light
10 - Neurons
11 - Bone
12 - Living Wood
13 - Shell
14 - Crystal
15 - Flesh
16 - Smoke
17 - Ceramics
18 - Cloth
19 - Cogs and Mechanisms
20 - Roll Twice and Combine

Entry (only 1 in 4 Wizard Lairs have these)
1 - Through a Mirror
2 - Through a perfectly still Lake
3 - Whilst high off your head on psycho-actives
4 - Through the darkness at the heart of a flame
5 - Through your classical magical Portal
6 - A lonely door, standing somewhere it really shouldn't
7 - Between the pages of a book
8 - Climbing up a lightning bolt
9 - Through a mysterious and trembling briar bush
10 - In the deep dark depths of a crumbling sepulcher

Purpose
1 - A Research Area
2 - A Ritual Space
3 - A Repository of Artifacts
4 - A Monument to the Owner
5 - A Peaceful Garden
6 - An Inescapable Prison
7 - A Domicile/Retreat for the Owner
8 - A School for lesser Wizards

Difficulty
1 - The Lair is actually incredibly Miniature
2 - It lies in an Inconvenient Location
3 - It bristles with Automatic Defences
4 - The local area is crawling with Monsters
5 - A leak of Magical Energy
6 - An Impenetrable Barrier surrounds it
7 - The Lair was Ruined long ago
8 - The Lair is overgrown and strangled in roots

Denizens
1 - The Wizard's Relatives (d4d4)
2 - Humanoid Servants (d4 per HD of Main Wizard)
3 - Sentient Fungus (d12 fungus forms, one of them is the fungal overmind)
4 - Animated Objects (3d4)
5 - Undead Servitors (2d6)
6 - A Dominated Monstrosity
7 - Trapped Spirits (2d4)
8 - An Alchemical Homunculus
9 - Non-Humanoid Scholars (2d4)
10 - A Fellow Wizard (HD = Main Wizard's + d4 - 2)
11 - A Miniature Reality
12 - Unseen Servants (2d6)
13 - Bound Elementals (d6, roll each type seperately)
14 - A Disinterested Lich
15 - A Great Old One (50% its bonds are still in place, 50% chance that it still sleeps)
16 - Really Seriously Non-Human Scholars (d4)
17 - A Saint
18 - Beings from the Bizarro World (exploding d4)
19 - Bound Extra-Planar Beings (d4)
20 - A Bound Deity

Extra-Planar Beings Sub-table
1 - Angels
2 - Demons
3 - Fey
4 - Grimm
5 - Djinn
6 - Slaad
7 - Inevitable
8 - Dream Being

Defences
1 - Fleshfire - It grows as it burns, slowly coagulating into wild meat spires and bursts
2 - A Horrifying Curse - Insidious, and inescapable.
3 - Bound Arcane Guardians - Metal and Runes, Blades and Bludgeons.
4 - Magical Alerts - The Wizard shall know soon enough...
5 - Isolation Fields - Ray Shields. Hang on a minute, you're smarter than this.
6 - Instant Darkness - Not just regular Darkness. Magical Darkness.
7 - Maze-Maker Walls - The Walls unfurl and twist in strange ways when you aren't looking.
8 - Anti-Magic Field - No magics allowed.
9 - Anti-Flesh Field - No meat allowed.
10 - Slow/Fast Time - Stuck in place, or just slowed? Gone in a flash, or just sped up?
11 - Rust Inducers - You weren't using your armour or weapons were you?
12 - A Magical Plague - You won't even notice the flesh slopping off your bones
13 - Alchemical Hunters - Lab-grown wolves and bottled bears serving mad homunculi warriors
14 - Word Enforcers - Once you've said it, you cannot contradict it, no matter what
15 - Hired Goons - Just men, at least they were when they signed the eternal contracts...
16 - Mind-Jackers - Ride your neurons like horses, directing signals as they will
17 - Poisonous-Gas Elementals - Flowing speeding invisible winds of death
18 - Golems - Tall and sculpted, designed for one purpose only, death dealing.
19 - Bound Spirits - They are trapped, and the only person they can take it out on is you
20 - A Bound Deity - Hast thou felt the heat of his anger? Or the force of his wrist? Then kneel and repent.

Cool Bits
1 - The Wizard's Library - Containing all such manners of materials for spell research. Worth double if used to research the same school of magic as the owner's.
2 - The Wizard's Laboratory - Containing all such manners of materials for alchemical experimentation. As it is, worth some small amount, but could be used to create tremendous treasures.
3 - The Wizard's Garden - Containing all such manners of growths and living things for many kinds of magic. Useless on their own, the knowledgeable might unlock their potentials though.
4 - The Wizard's Cache of Supplies - Containing all such manners of arcane esoterica and magical knick-knacks. Useful for any wizard low on reagents and components, could last decades potentially.
5 - The Wizard's Repository of Artifacts - Containing a small hoard of the more common magical oddities, but also containing a few (d6) seriously powerful magical artifacts.
6 - Teleport Circle - A handy route in (and out) of the Wizard's lair that by-passes many of the lair's defences for those that know the rune-symbols for it. Also contains a book of circle-symbols for other linked circles.
7 - Ritual Space - A grand area steeped in residual magic, any costly rituals performed there would require a measure less of expensive components to complete.
8 - Binding Circle - Etched into stone and wrought from salted silver, all but the most temperamental creatures of the out nights might be brought forth and contained within this circle.
9 - Crystal Outcrop - A grand crag of bright shining crystal, easily worth a small fortune as it is. In the hands of a capable arcanist, all kinds might be wrought of it.
10 - Spellforge - For hammering and melting your spells into the shapes you wish, twist them into things they never were before.
11 - Cosmolarium - Like an observatory, but instead of the stars, the alignments and motions of realities and planes.
12 - Divinimatrix - Many many looms and spindles that the very wise and learned can use to spin apart the strands of fate to intuit the future.
13 - Simulated Reality - Very close to our own reality, only contained in one small little office, all of it.
14 - Elemental Core - It is very rare to be able to create a containment field that can handle a pure elemental core. This wizard appears to have mastered it.
15 - Timeless Vault - Within those rune-scarred walls, time will not pass when the gate in is sealed. Perfect for more organic reagents.
16 - Mage-Gaze Orb - Scrying Orbs have their limitations. Maze-Gaze Orbs do not. Except that they take up a whole room. There is still work to be done there admittedly.
17 - Spell-Sculpting Chamber - For the distinguished and discerning golem-carver and automaton-worker.
18 - Null Chamber - Within this room, there is no magic. Not even a tiny breeze. The ultimate prison for the arcanely-versed. This one might even hold something in it...
19 - Gate to Another Plane - As simple as it sounds, if you understand nothing of the recursive geometries that underlie cross-planar conduits.
20 - Recursium - Bounded about by seven mirrors. Shut the door behind you, and your infinite recursive reflections empower you, all your potential, infinitely magnified and concentrated back on yourself. Imagine what you could accomplish.

6d6 Modular Dungeon Tiles

Here is a selection of Geo-morph, modular dungeon map tiles! You can use these as they are and by themselves just to make a map, but you'll have a few odd doors that you either need to stick rooms on the ends of, or just round off into dead ends.

We've also made a small table for each one to provide a little bit of inspiration/flavour personalised to each tile. There's only light (and accidental) themes linking them, so you should probably have an idea already of what roughly is going in the dungeon, and then you can fit any further flavour around that.


1 - 1. What's the point of interest?
1. A mausoleum of a fallen hero.
2. A house of one of the dungeon's denizens.
3. A statue to some lost god.
4. A vault, sunken into the earth.
5. A portal to some far-off place.
6. A golem, buried up to the chest.

1 - 2. What dwells in these caves?
1. An almighty and bloated Gelatinous Cube... well, blob.
2. A talking crocodile that believes itself to be a dragon.
3. A swarm of vermin that share one mind.
4. A tribe of invisible people.
5. A worm, still digging.
6. A Demon, bound in jewelled chains.

1 - 3.Who's camped in these caves?
1. A hobgoblin warband.
2. A group of secluded monks.
3. A tribe of lizardfolk.
4. A rival adventuring band.
5. Just a little old man, no-one special...
6. An alchemist, gathering rare mosses.
1 - 4. What lurks in the tunnels?
1. Ratmen and their Muck-Idols.
2. Goblins with their strange Contraptions.
3. Kobolds jealously guarding mysterious eggs.
4. Giant-Worms and their writhing Grubs.
5. Snivelling Troglodytes in their cave-hovels.
6. Industrious Mole-men mining for gems.


1 - 5. How do you open the Shrine's secret door?
1. An offering of Blood.
2. By crushing gemstones into the offering bowl.
3. A lever, two dungeon levels above you.
4. By brute strength alone.
5. By solving the shrines riddle.
6. By proving your mettle.











1 - 6. The Isle in the lake bears...
1. A well, dark and deep.
2. A silvered shrine to some nameless spirit.
3. A sword buried to the hilt in the rock.
4. An ambush!
5. A tiny house for a tiny God.
6. A book, nailed through to the stone beneath.

2 - 1. The five shrines are for...
1. The oldest Gods, names long forgotten in the winds of time.
2. Five cavorting Demons.
3. A family of Guardian Spirits.
4. Those buried beneath the statues.
5. You and your Deeds, some deeds as of yet undone...
6. The Five greatest Virtues!
 2 - 2. What's hidden beneath the Grand Statue?
1. A Saint's bones.
2. A magical artefact.
3. A holy relic.
4. A way down to the next level.
5. A lever, for some unknown contraption.
6. Much, much Gold

2 - 3. What's in the Central room?
1. A chained Angel.
2. A Necromancer's Magnum Opus.
3. A Portal to another realm.
4. A way down to the next level.
5. A Monster protecting its master while he works.
6. The tomb of a forgotten Heroine.


2 - 4. What hides the secret tunnel?
1. A rug depicting a famous battle of legend.
2. A suspiciously clean flag-stone.
3. A simple illusion.
4. A hollow statue.
5. A well-placed corpse.
6. The Arcosolium of some local Saint.

2 - 5. What's special about the long corridor?
1. Unless you know what is at the other end, you can never reach it.
2. It is trapped up to the brim.
3. It is the dwelling of a territorial worm-beast.
4. It is just chock-full of Goblins.
5. It bears murals of the history of the depicted by the statues at either end, one on each wall.
6. There is always danger around the corner.

2 - 6. Who needs such a grand statue?
1. A wain and pompous King.
2. A bright and glorious Angel.
3. A Warrior, unconquered in battle.
4. A Demon, beheld in reverent fear.
5. A Dragon, of course...
6. A Prophet, martyred for the cause.
3 - 1. What is that in the centre of the room?
1. A pit, deep and dark.
2. A summoning circle.
3. A pool of blessed water.
4. An arena for pit-fights.
5. A theatre-stand.
6. A monster's cage.

3 - 2. What's in the tent?
1. A wandering Magic Item Salesman.
2. A fortune teller, shrouded in smoke.
3. A hermit, fleeing something on the surface.
4. An archaeologist trying to uncover the secret passage.
5. A Ranger, following some trail.
6. A mad-man who has been here for far too long.

3 - 3. What dwell's here now?
1. A tribe of Orcs.
2. A uniquely hideous Beast.
3. A Dryad and her fae 'family'.
4. Shadow-men and their Whisper-hounds.
5. GOBLINS!!!
6. The children of a Rakshasa.

3 - 4. What was this area used for?
1. A necromancer's laboratory.
2. Prison cells for the unworthy.
3. Preparation rooms for the dead.
4. Storage, it is full of junk and broken bottles.
5. A high-priest's chambers.
6. A thieves' guild's hide-out.

3 - 5. Who lay in these cells?
1. Captives of the local monster faction.
2. Half-breeds and other blood-traitors.
3. A lost adventuring party.
4. The last disciples of the Old Faith.
5. Those a changeling has kidnapped and now impersonates.
6. The waking dead, left locked away to await the uttermost oblivion of the world.

3 - 6. Where do those hidden stairs go?
1. Different floors of the dungeon.
2. A complex maze of tunnels just below the floor.
3. A series of secret sickly shrines.
4. Cellars full of arcane scrolls.
5. The ventilation system up above.
6. To the deep tombs of Saints, down many steps.

4 - 1. What's in all of these secret rooms?
1. An ambush, waiting to happen.
2. Hundreds of Phylacteries, though only one of them is real.
3. Stairs to a hidden section of the dungeon.
4. The Family heirlooms of a house long since fallen.
5. Stockpiles of weapons for the revolution.
6. A Doomsday Prepper's stash of all things practical.

4 - 2. Who used these barracks?
1. An order of Knights, in days now since long gone.
2. A deplorable Cult.
3. A desperate Rebellion.
4. An order of ascetic Monks.
5. A Monstrous Militia.
6. Vile Inquisitors hunting so called "heretics".

4 - 3. Who takes the stage?
1. A secretive theatre company that performs forbidden or taboo plays once a month.
2. A church who meets for prayer on the eleventh day of each month.
3. A local rebellion, who hold meetings every new moon.
4. No one, not for a long time. But occasionally, you can hear their whispers and applause.
5. A ghostly bard who still hasn't quite figured out he's dead.
6. An illegal fight club.



4 - 4. What's in the secret annex?
1. A chest, loaded with loot and lucre.
2. Hundreds of pickled, alchemically treated eyeballs.
3. The skeleton of one once trapped.
4. Its a trap!
5. Trevor the cupboard goblin.
6. A stash of spell-books.

4- 5. What is in the secret room?
1. A liche's laboratory.
2. A hobgoblin weapon stash.
3. The remains of 5 crushed skeletons.
4. A golem-maker's workshop.
5. A thief's hide-out/loot stash.
6. Some chained beast.

4 - 6. What is carved on the Grand Hall's pillars?
1. The thesis of some grand apostasy.
2. The "lesser" races being ground beneath some tyrant's palanquin.
3. The history of an ancient and dignified race.
4. It doesn't matter! They're starting to collapse!
5. The arcane symbols of some mighty spell.
6. Each pillar bears a map of a different land or range of the night sky.

5 - 1. What lurks in the pits?
1. The secret entrance to a Dwarven Stronghold.
2. A family of Grell.
3. The still smoking remains of a vanquished demon.
4. A dragon, half dead, yet still scheming.
5. Tunnels down to the depths of the world.
6. A Giant Tree feeding off of the blood of the earth.

5 - 2. What does this machine do?
1. It constructs golems from flesh and corpses.
2. Nothing, it is merely a distraction.
3. It counterfeits coinage.
4. It brews highly intoxicating, and highly illegal beverages.
5. It calculates teleportation circle sigils.
6. Who knows? It is far too advanced for the likes of you.

5 - 3. What lair's 'neath the grate?
1. A Divine Serpent.
2. A twisted old Crone.
3. A Sewer-Oracle.
4. Smoke-Demons.
5. A Garden, mysteriously verdant.
6. Sewage, plain and simple.



5 - 4. What blessing will the Statue impart?
1. Strength to crush your foes in battle.
2. Luck to change your fortunes.
3. A gift of magic, for a time at least...
4. Purity from curses and other uncleanlinessess.
5. A wish, for a price.
6. Guidance in your quest.

5 - 5. What can be found in the cavern?
1. Precious Metals.
2. Magically resonant crystals.
3. A young sage, searching for truth.
4. A battered owl-bear, licking its wounds.
5. A mysterious and unknown egg.
6. The remnants of demon summoning; scattered and scorched bodies.

5 - 6. What's hidden away out of view?
1. A stolen painting.
2. The bones of a murderer's victims.
3. An illicit potion distillery.
4. A monster's nest.
5. A shrine to a god of secrets.
6. A man, old, crippled, chained, blinded.

6 - 1. The secret room is hidden behind...
1. A fire place in an old, worn study.
2. A painting of a strange woman who seems to always be watching you...
3. A seemingly ordinary wall.
4. A series of shelves, overflowing with strange potions and pickled body parts.
5. A wardrobe stuffed with coats.
6. A large, sigiled mirror.

6 - 2. What lies in the waters?
1. Filth and sewage.
2. A gigantic alligator.
3. A swarm of electric eels.
4. An old and rusting contraption.
5. A body, lying face down in the water.
6. Nothing, in all likelihood.

6 - 3. Who came to worship in these halls?
1. A dark and secretive Cult.
2. A bright and glorious Paladin Order.
3. Adherents of the God-Under-Stone.
4. The shunned, unclean, and broken; who are unwanted anywhere else.
5. A lonely hermit, seeking privacy.
6. A monstrous war-band at a dark and twisted idol.

6 - 4. What's hidden in the crack in the flagstones?
1. Bugs, and lots of them!
2. A lurking Shadow-Beast.
3. A Bundle of Bones.
4. A peak of a buried carving, down below.
5. A nest of snakes.
6. A small stash of corroding coins.

6 - 5. Why was this hall abandoned?
1. It was ravaged by fire.
2. It was ransacked by crusaders.
3. It was cursed by a witch.
4. There were just too many traps.
5. There was a mass-murder.
6. The occupants merely ran out of resources.






.





6 - 6. Who has crossed paths here?
1. A pair of rival Orc War-bands.
2. Two male cave-bears.
3. A Necromancer's minions, and a pair of Carrion Crawlers.
4. A Dwarven patrol, and a pack of Gnolls.
5. A gaggle of Goblins, and a march of Myconids.
6. A Medusa and a Minotaur.







!








In some small manner of explanation; about Trevor the cupboard Goblin:

Once you open a cupboard containing Trevor the cupboard Goblin, each and every cupboard you open from now on has a 25% chance to contain Trevor the cupboard Goblin. Each time you uncover Trevor the cupboard Goblin, it is the same Trevor the cupboard Goblin as you found last time, the links and events of causality have merely slipped into place to allow him to now be in this cupboard as well.

The only exception, is if you kill Trevor the cupboard Goblin. If you do, the curse is not lifted, it merely develops. If you have killed Trevor the cupboard Goblin, and you open a cupboard that the dice determine contains Trevor the cupboard Goblin, you will find Trevor the cupboard Goblin, alive, and a dead version of Trevor the cupboard Goblin, much to Trevor the cupboard Goblin's dismay. Indeed, each time you kill Trevor the cupboard Goblin, there will be an additional corpse to go along with the previous corpses, and the current Trevor the cupboard Goblin.

Eventually, if you kill enough Trevor the cupboard Goblins, then the mere act of opening the cupboard to reveal Trevor the cupboard Goblin, will generate enough Trevor the cupboard Goblins that the living Trevor the cupboard Goblin will be killed under the weight of all the dead Trevor the cupboard Goblins. Thus, from now on, each cupboard that you open has a 25% chance to contain a increasingly large pile of dead Trevor the cupboard Goblins. From this point on, each time you discover such a pile, there is a cumulative 1% chance that the act of opening the cupboard releases such a pressurised release of Trevor the cupboard Goblins that the impact buries and suffocates you under a karma-fuelled tide of green goblin flesh.

And you would deserve it. Dick.

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