Showing posts with label week 1. Show all posts
Showing posts with label week 1. Show all posts

Monday, April 20, 2026

D100 items Found in a Noble's Chambers

 Back once again with another tremendous table of tantalizing trinkets! I know it's been a while since I graced you with a new article, an error I intend to rectify. From out of the wastes I come, and I bring with me more fun random tables to help populate your campaign. Today's article is a D100 table filled with all kinds of interesting items or trinkets that could be found in a Noble's chambers, whether that's their bedchambers, sitting room, offices, or throne rooms. If you like this article, then check out the other tables and generators I have already out out. 


D100 Things you find in a Noble's Chambers





1. A large painting of a high lord and his lady in front of a banner of green and blue cheques. 4'X6', with carved ebony wood frame. This painting is a forgery. Looks 450 gp, but actually worthless.

2. A discarded goblet of rose glass, a geometric pattern cut into it. Pungent vinegar smell from the residue dried to the interior. Worth 10 gp.

3. Set of four drawing charcoals with finely made oakwood holders in a palm-sized tin. 

4. A child's wooden stiletto toy with manticore-skin scabbard. Scabbard fits a dagger. Worth 50 gp. 

5. A stuffed and mounted Leucrotta head. Worth 30 gp.

6. A small pouch of marbles carved from agate. Worth 45 gp.

7. A silver piccolo, with an engraving of twisting vines. Worth 40 gp.

8. A small book of pressed garden flowers with inscription in dwarven: "to my beloved. Think of me when the flowers bloom."

9. Palm-sized ivory playing card, with a leering skull on one side and smiling human face on the other. 

10. A small bottle with a stopper and large conical mouth. When opened, you can put your ear to the bottle and faintly hear whatever is going on in the reception room of the King's castle. 

11. A pair of men's felt high heeled pantofles in yellow with rosettes embroidered in green. 

12. An elbow's length pair of Thunder Lizard skin gloves with chevrons stitched on the back of the hands. 

13. A bronze trowel with silver grip. The trowel is engraved with the crest of a long dead noble house. Worth 15 gp.

14. A painting without a frame, 2'X3'. Painting depicts a goddess descending to earth, blessing Noble's house, their crest prominently placed. Worth 250 gp.

15. An ivory and gold fountain pen and a small bottle of red ink. Worth 100 gp.

16. A large, wide brimmed hat of royal green felt with a studded leather hat band. Axebeak feather secured in hat band. Worth 25gp.

17. A largely finished map of the local region with a note written next to an X stating "Nana's lost fortune is here ".

18. An arm's length brass tube fitted with a rotating cap at one end made of colored glass and mirrors. When the interior is viewed from the open side and faces light, the viewer will see a rotating pattern of whirling colors and shapes within the tube. 

19. An assorted collection of women's gloves, most only right handed. Made of silk and decorated with embroidery themes of courtly love. They are in an ornate mahogany box with a hidden compartment (1-in-6 chance of finding it). Inside can be found a number of love letters written in code (intelligence check to decipher) and a signet ring with this noble's house mark on it.

20. Three small vials of perfume, they smell like sweet honeysuckle, burnt orange, and lavender respectively. Worth 100 gp each.

21. A hand drum roughly the size of a mixing bowl. The instrument depicts a gorgon on the drum head. A long burgundy scarf has been tied to the cross-brace under the drumhead.

22. A set of false teeth made mostly out of wood and ivory. They are a rather nice set with small, brass hinge springs (halfling or gnome sized). 

23. A red dyed leather bound book titled "Tales of the Aedilon Wars". 1/3rd of the novel is faded and unreadable. 

24. A deep blue silk handkerchief stitched with a monogram ANL in blood red thread. 

25. A pair of brown calf-skin gloves that stop just before the elbow. (These gloves are secretly enchanted against mundane fire and heat, allowing the wearer to hold embers, molten metal, or pass their hand through fire without harm.)

26. An acorn-sized stone sphere made of dark red and green marble. It has been wrapped in a silk handkerchief with the embroidered monogram "RHJ".

27. A polished silver hand mirror, the handle and back of the mirror are carved with crocus flowers. Worth 20 gp.

27. A small gold hinged box 2" by 1" by 1/8th of an inch. There are ten small paper cards within, all say "Lord Arnulus Nelvexor Laudridich, Castellan of Krogmore Keep, Defender of the Realm, Bishop of Raelgrim Cathedral. (Case worth 30 gp)

28. An ornate, dinner-plate-sized sextant made of brass, copper, and gold. Worth 155 gp.

29. A small red lacquered music box made of sandalwood, plays "The Stars of Winter's Eve" when opened. Worth 170 gp.

30. A round copper seal with a wooden handle. When pressed in wax it depicts the crest of the lord's of this house. Worth up to 200gp to the right person.

31. A small dusty stuffed cockatrice, its eyes replaced with red carnelians. Worth 65gp.

32. A wyvern leather-clad tome, titled "Recollections of the Second Autumn War and the Breaking of the Elves" by Wagyr Farscatter.

33. A small calfskin folio with 20 letters detailed plans to bankrupt the kingdom. They are addressed to the Lord of this house by one "Ringauld Jarmongunt. "

34. A set of five Dwarf knuckle bone dice, they are each eight-sided. 

35. A tin whistle shaped like a screaming gnome. When played it sounds like a trumpet blast.

36. A circular area rug, 10' in diameter. The rug depicts giants atop wyverns, being defeated by an army of angels. Worth 75 gp.

37. 2d4 cones of incense in a small red leather pouch. The incense smells of cedarwood and citrus when burned. Worth 45 gp.

38. A pair of new calfskin boots with ebony wood heels, dyed dark blue with dark red laces. Sized for a dwarf. Worth 35 gp.

39. A leather bound violin case bearing the crest of another house. Empty, but for a piece of rosin and a few sheets of chamber music.

40. A circular wooden base with a tall, rounded cylinder of glass atop it. A fist-sized seed rests within, on the base is carved "Dryad Seed". Worth 1,200 gp.

50. Two carved game pieces, one depicts a manticore on the prowl. The other piece is carved to look like a king of legend. The manticore is made of oak and dyed black. The king is carved in ivory which is starting to yellow. Worth 10 gp for manticore, 35 gp for the king.

51. A mastercraft lyre made of maple and oak, painted a greenish blue, the arms and crossbar of the lyre are covered in gold leaf. (Scraping it takes one turn, and yields 32 gp). As an instrument it's worth 140 gp.

52. A porcelain tea cup and saucer showing delicately painted scenes of merriment and celebration all over it. Worth 25gp.

53. An ornate hand fan made of mastodon ivory and green silk. When opened a nature scene of white tigers hunting a mastodon can be seen embroidered into the fabric. Worth 35 gp.

54. A pair of high-end knee length mermaid skin boots naturally green-blue, with gold hardware. Worth 50 gp.

55. A collection of three nesting soapstone boxes, the first being the size of a human palm. These boxes are nestled one after the other inside the previous box. Each has a slightly different plant themed top lid decoration.

56. A translucent amber colored marble statue the size of a helmet. The statue depicts the god of abundance and joy smiling and laughing in a reclined position. When its belly is rubbed it glows like a candelabra for three turns. Worth 45 gp.

57. A collection of old and obscure loan agreements folded into a portfolio of burgundy leather. 

58. A thumb-sized boar ivory figure carved in the likeness of a pudgy sparrow. Worth 15 gp. 

59. A bark-bound album of pressed flowers from some distant land. Worth 100gp to the right person. 

60. A dagger with leather wrapped handle and a thumb-sized garnet embedded in the pommel. This dagger has a +2 bonus against plants. 

61. A copper signet ring, usually worn by a member of the king's elite guard. 

62. Sheet music arrangement of popular adagios from the eminent court composer Samnatus Warksye, written for oboe, violin, cello, and double flute. 

63. A set of reading glasses held within two wooden loops joined together with a hinge. Worth 85 gp to the right person.

64. A shiny glazed carafe painted with scenes of elves frolicking in nature, painted in green. Worth 100gp.

65. A polished flask-sized black and white speckled stone, heavier than it looks. When used as a paperweight the stone magically transforms the text of the page it's resting on from its original language into Goblin.

66. A collapsible parasol in green, with blue and red flowers all across it. 

67. A walking stick carved from sweet chestnut, with an antelope horn attached to the top of it for decoration. (There is a secret compartment underneath where the horn is attached to the stick big enough to hold a small bottle or a written message. 1-in-6 chance to discover the compartment.)

68. A pair of dyed dark green basilisk leather gauntlets tooled to look like reptile scales.

69. A brass table scale and 10 balancing weights. 

70. A black leather tome with a small brass lock. Inside the tome are account registers for a country estate somewhere. This book contains the last four years of production volume and costs for the estates, farms, and pastures. 

71. A small leather pouch that contains 27 tin soldiers, all about one inch tall. 17 of them have shields and pikes, the other ten are mounted knights with a variety of weapons.

72. A gnomish mechanical contraption, roughly 1' by 1', 10" tall. This device is made of a multitude of levers and keys marked with each letter of the gnomish alphabet. When the keys are pressed, the device will stamp the letters onto a sheet of paper that's been affixed to it. This way one person can print whatever they want with minimum effort and equipment. Worth 250 gp, ink ribbon has roughly 4d8 X 10 sheets of ink left on it. 

73. A ring of intertwining silver and gold bands set with a large pearl. Whoever wears the ring will gain an immunity to common dirt and grime. The wearer remains dirt and grime free no matter what sort of gross dungeon muck they are traipsing through. 

74. A set of thin ivory playing cards painted in the style of the ancient high elves. Contains all four suites- hearts, wands, coins, and flowers. All 56 cards seem to be accounted for. Worth 75gp.

75. A hollow pewter dodecahedron with small nodules sticking out slightly where multiple corners meet. Worth, who knows?

76. A set of six carved figurines, made of painted wood. Each figurine is carved into the likeness of a different wild monster. There is a manticore, a wyvern, a centaur, an owlbear, a harpy, and a flail snail. Worth 25 gp as a set.

78. A set of croquet mallets, reed wickets, and painted wooden croquet balls. Worth 11 gp.

79. A large tome, bound in the skin of a hydra. The book is titled “Vexillology and Symbols of the Great Houses of the Serene Duchy.” Written in an archaic form of the common language. (PCs can make an Intelligence check to translate on the fly. Contains knowledge of the history of many noble houses). Worth 305 gp.

80. A beautiful ceramic mug, painted with glazes of bright green, blood red, burnt umber, and a deep purple. Anyone who examines the cup in detail will notice a small hole built into the underside of the handle. (This is a two chambered poisoner's cup. Drinking from the cup without blocking the concealed hole means liquid comes out of the chamber of the mug with poison in it. Blocking the hole lets a drinker drink from the non-poisoned chamber concealed within the body of the mug.) Worth 80 gp.

81. A small end table, expertly carved from mahogany wood. It stands 2.5' and the table top is 1.5' in diameter. (Contains a secret drawer, 1-in-6 chance of discovering it). Worth 150 gp.

82. A silk tapestry woven in the style of the gnomish weavers of old. This bright tapestry depicts a fiery battle between gnomes and trolls set amongst the ruins of a castle. The tapestry's dimensions are 8' long by 5.5' tall. Worth 1,000gp.

83. A silver incense burner with a lid. This palm-sized burner has been inscribed with elven prayers to the wind and sky. Worth 30 gp.

84. A four post bed carved out of oak, maple, and mahogany woods. The posts and head board are carved to look like grape arbors with "bunches" hanging from the bed posts. Worth 2,500gp.

85. A cut crystal decanter with a stopper. Expertly cut and carved by fine gnomish craftsmen. Any beverage poured into this vessel will be rendered non-poisonious if it had any poisons mixed in. Worth 1,000 gp.

86. A full game set of ancient game Snakes and Foxes, including pieces for both players, dice, and a large cloth game board that game pieces and dice are wrapped in for transport. Worth 10 gp.

87. A squat rectangular brown glass bottle of Dwarven brandy, a 67 year vintage. Very sought after and very delicious! The bottle contains upwards of 25 oz of brandy. Worth 120 gp.

88. A set of six gold candlesticks decorated to look like lilies blooming. Candles burned in these holders burn twice as brightly. Worth 85 gp.

89. A set of small glass bottles contained within a black leather carrying pouch that attaches to a belt. Each bottle has been labeled with its contents. The bottles are labeled "eye of newt", "wing of bat", "tongue of frog", "fur of wolf", and a bottle simply labeled "teeth". 

90. A peaked, wide brimmed wizard's hat made of midnight blue felt and decorated with cloth stars. Stuffed inside the hat can be found a note to a "Laughlynn" imploring some one named "Jigarti" to "not seek the dragon and its treasure. Too little is known of her lair and its dangers."

91. A capelet made of red deer skin that hangs roughly to one's hips. This capelet has been dyed a deep aqua color. Worth 55 gp.

92. A large ceramic water clock. (You fill the reservoir of the clock and it will count down for four hours). Worth 200 gp to the right person.

93. A small green-blue parrot in a brass cage. The bird speaks a little, but in a language no one can decipher, and it sings beautifully when happy.

94. A long red, yellow, and blue Axebeak feather with an intricate silver nib. This is a magical Pen of Dictation. When the command word is spoken it will stand upright on a piece of paper. All a person has to do is speak their message out loud and the pen will write it down on its own. The pen can only write in Common, Elvish, and the tongue of demons. 

95. A beautiful brass inkwell that's shaped like an apple. Worth 35 gp.

96. A decorated scroll case made of leather, manticore hide, and cheetah hide. The case is large enough to put up to 10 scrolls rolled up inside. Found within the case are a scroll of Read Languages, a page detailing the history of the sewers under the Capitol, and a map of the surrounding wilderness with an unknown town marked on it. The case is worth 40 gp.

97. A small desktop sculpture consisting of a metal crossbar with five iron balls suspended on it at equal distance to each other. The balls swing and can be quite entertaining to watch careen into each other. 

98. A set of master crafted draftsman tools. These implements are made of bronze, iron, and hawthorn wood. Worth 25 gp.

99. A brass skeleton key that can unlock any door in this location. 

100. A glass bottle with a metallic, effervescent greenish hued liquid inside. The liquid smells like extremely strong pine sap and tastes like day-old oysters. If drunk it will turn the drinker's hair bright blue. This effect lasts for 10+2d10 hours. 





 







Tuesday, January 10, 2023

What's inside Fortress Ytrigall?

Week one! see my previous post for the map, enjoy!



 1/1: The Old Gatehouse

Across a dry moat, the gaping mouth of the gatehouse lays open, its massive drawbridge pulled down and its chains ripped out. A rusted and decrepit portcullis blocks the path for those who cannot squeeze through. A trapdoor, used to pour hot sand on would-be attackers below, lays open. The only thing issuing forth from its gaping emptiness now is darkness. A massive rotting wooden door blocks the southern exit, its once-proud metal bindings now rusted and forgotten.

A stuck door in the eastern side of the hall leads to a small barracks room. A table and three chairs stand in a corner, pushed to the side to allow for a bed or two to occupy the rest of the space. Arrow loops line the western side of the room, having once allowed those inside to fire on attackers. A large stone spool, once used to hold the drawbridge chain, is discarded in the corner. A skillful sketch of a woman in antiquated clothing posing on a rock with her knitting has been affixed to the wall over one of the beds. The only word written on the portrait is “Saravell.”

-Searching will turn up 2d6 copper coins in the bedding and scattered on the floor here, as well as a set of two knuckle bone dice on the tabletop. The dice are carved from orc bone.

A small hallway in the western side of the entrance hall leads to a door guarded by an arrow loop. The door to this room is stuck shut. Inside, a cabinet of crumbling dry oak lays against the western wall. A spiral staircase leads to the second story of the guardhouse and access to the outer walls. The wall facing the gate entrance hall is fixed with arrow loops. A stone spool, much like the one in the eastern room, is all that is left here.

-Searching the cabinet yields a set of chainmail, two round shields emblazoned with the sword and scepter charge of the kings of Nogash on them, and two maces. The other contents are too degraded to be of any use. Behind the arms and armor, a note has been hastily scratched on the back of the cabinet. It reads “I wish I had never come to this benighted place. Pellemal, please protect me.”

 

 

1/2: The Stables

The only indication of the age of this building is its partially-collapsed and overgrown roof. Two large wooden doors allow entrance to the modest stable. The smell of old straw and horse shit lies pungent in the air here. The stable floors are mucky and covered with old, rotting straw. Most of the stable doors have survived intact. On the western wall, a rack holds rakes and shovels, along with assorted tack. The saddles and tack are on the verge of disintegration, but the other implements may be salvageable. Scraping and sounds of eating can be heard from the backmost stall. Inside, four zombies crouch, eating the remains of a poor dwarf. They are too engrossed to notice the PCs when they first enter.

-A search of the stalls will turn up 3 silver coins. The zombies are clearly adventurers, though who can tell just how long they’ve been dead. Between them, they have a total of 25 gold pieces in their pouches. Among the mangled remains of the dwarf, ten +1 sling stones and a silver necklace with a moonstone (150gp) are all that can be recovered.

 

 

1/3: The Keep

Dominating the landscape, this formidable building stands over three stories tall. The structure bristles with arrow loops, and its vaulted top is ringed with jagged crenulations. The bluestone structure of the building remains intact to this day, having endured much siege and bloodshed. From the north, one must pass before the formidable keep and around its side while facing a wall of arrow loops. 

Besiegers must climb an exposed staircase that wraps around the eastern side of the keep, terminating at a ten-foot gap in the wall across from a stone platform that allows entry to the second floor. A small drawbridge can be lowered from the platform to allow passage across the gap and to the front door. There are no windows or arrow loops on the ground floor, protecting those inside from attackers. The ground floor is only accessible from inside the keep on the second story.

A large staircase in the northwest side of the keep descends from the second floor to the ground floor. Its banisters are well-hewn marble, and its steps are quite worn with use. The stairs open upon the kitchen, where a large rectangular table dominates the room. Old, rusted pots and pans hang from the ceiling, a massive fireplace is built into the south wall, and cabinets full of broken pottery line the rest of this room. The entire room looks like it had been ransacked at some point, but whatever someone was looking for, they left most of the kitchen strewn about the room trying to find it.

-In the southwestern corner of the kitchen, next to the fireplace and behind a small table, a SECRET TRAP DOOR leads to the catacombs below. The objects in this room are mostly all falling apart, though a thorough search will yield a medium-sized cooking pot that is still intact.

A door on the eastern wall of the kitchen leads to a cramped room stuffed full of rotting bunk beds. The smell of old sweat and sickness hangs in the air here,

-Among the bedding and rotting wood, 10 silver coins, a small bronze holy symbol (10 gp), and a scroll of Protection From Evil written in a delicate and spidery script can be found.

The door to this room, found on the western wall of the kitchen, is locked (key on floor 3.) This is clearly a storeroom. There are at least a dozen barrels of varying sizes stacked along the northwestern corner. On the southern wall, a mass of crates and smaller casks are stacked. In the northeastern corner, a well has been dug, allowing for fresh water to be brought up during a siege.


-The room contains:

3 barrels of Radillian Ice Wine (140 gp a piece). A small cask each of dried apricots, salt pork, dried plums, rotten apples, and walnuts. A large barrel of rotten onions. 2 large barrels of rancid flour. A crate of fine porcelain goblets (250 gp in total). A crate of silver flatware (400 gp). A crate of dried beets. 3 small casks of barley flour. A small crate containing an ornate carving knife (+1 vs. chaos).

          

1/4 : The Temple

The exterior of the temple was once covered in white plaster painted to appear as if wrapped in hawthorn, oak, and linden boughs. The plaster is now mostly crumbled away to reveal the large bluestone blocks underneath. The stained-glass windows, patterned after the four High Gods of the local faith remain remarkably intact. Beyond a stout oak door carved in verses from a long-forgotten hymn, a large statue of the sun god Pellemal greets those who enter.

 In the southeastern and northeastern corners of the main chamber, two smaller statues on pedestals display a phoenix and a griffon respectively. In front of the large statue of Pellemal, a small altar table stands. Candles, dust, and a rusted pewter pan still awaiting alms are all that remain on its surface. A ladder in the southwestern corner leads to the bell tower above.

-If both small statues are removed from their plinths, the large statue will lower a few inches with an audible click and its chest will hinge open to reveal a holy book containing three loose scrolls (Detect Evil, Remove Fear, and Snake Charm), a potion of Detect Illusion, and a thumb-sized ruby in an elaborately carved gold medallion (400 gp, key to next month’s dungeon level.)

-A secret trap door in the northern side of the room leads to the catacombs below.

 

1/5: The Barracks

This two-story wooden barracks has certainly seen better days. The first floor seems mostly intact, if not weathered and decrepit. The second floor, however, has not been as lucky. A large hole in the roof has exposed the interior to the elements, and a small willow tree can be seen sprouting from the hole.

 

 

 

The main room is populated by a small table on the southern wall lined with the broken remains of cookware, a small round table and chairs, and a cracked and leaking fireplace. The window in the southern wall is broken and a cold wind blows in. The door to the north leads to a small storeroom with rotten and unsafe food stores. In the northwest corner, a staircase leads to the second story.

1/6: The Courtyard

Though it is not marked on the map, the courtyard is strewn with detritus. Broken and aging stone rubble, rotting wooden constructions, and the carcasses of some predator’s last meal can all be found in heaps inside the fortress’s walls. If your players would like to spend time searching, for every 10 minutes they spend looking through rubble, roll on the chart below to determine what they may have found. You may decide when they have found all there is to find.

11.

Nothing but soot, dust, dung, and stones.

12.

A scratched hand mirror the size of an apple, a rotten burlap sack of rusted nails, 2d10 sling stones, and a dagger.

13.

A rusted but working padlock, 7 feet of silver chain (300 gp), a fork with an ivory handle.

14.

An intact metal buckler (+1 armor), a long knife (as short sword), and an empty quiver.

15.

A scroll case containing a love letter addressed to a PC (the letter writer does not reveal their identity.)

16.

An old winter cloak, dirty and tattered but still usable.

21.

Nothing but soot, dust, dung, and stones.

22.

A rusted horse brand (as club), iron welding pliers (as club), and a blacksmith’s maul (as war hammer.)

23.

A corroded brass horn.

24.

A tin whistle in the shape of an elf laughing.

25.

3d6 gold coins.

26.

A tattered book on dwarven marriage chants.

31.

Nothing but soot, dust, dung, and stones.

32.

A silver scabbard, chased with gold wire. The top of the scabbard has been adorned in moonstones and onyx in the High Elven fashion (725 gp)

33.

2 bottles of dry red wine from the southern lands (50 gp each.)

34.

A cask with 2d4 bottles of tart, dry white wine from across the eastern sea (75 gp each)

35.

A battle axe with long thin beard and a jagged buttspike, the design of a long-gone mythic empire’s warriors.

36.

An arrow +1.

41.

Nothing but soot, dust, dung, and stones.

42.

The diary of an adventurer.

43.

A potion of Cure Light Wounds.

44.

A purse with 5 emeralds inside (100gp each.)

45.

A small cask with bottles of myrrh, sandalwood oil, and rosemary oil inside.

46.

A ripped backpack with 2d6 rations, a bedroll, and a flask of oil.

51.

Nothing but soot, dust, dung, and stones.

52.

Tin plates etched with curses.

53.

A skeleton still wearing their chain shirt.

54.

A spellbook containing Detect Illusion and Wraithform.

55.

Foe Splitter, the ancestral sword of the legendary hero Vortis of Yoglon. (+1 vs. Snakes and Reptiles)

56.

A human femur scrimshawed with the spell Cause Light Wounds (works as scroll.)

61.

Nothing but soot, dust, dung, and stones.

62.

12 iron spikes, a crowbar, and 30’ of rope.

63.

A prosthetic hand made of teakwood with porcelain fingers.

64.

A wheel of pungent, rubbery cheese and a small stoneware jar of potted meat.

65.

A letter from a PC claiming to be from the future and begging their past self not to enter the dungeon.

66.

An amulet of Protection Against Possession.

 

1/7: The Basement of the Great Tower

The largest tower of the four that anchor the fortress’s walls stands a good 20’ above the other three. This massive construction can be entered from the third floor of the keep and rises two more floors above that. Its basement can be accessed from a trap door on the tower’s second level. The interior is stale and mostly empty, its stores of food and ammunition long since looted.





Monday, January 9, 2023

A new day has dawned!

 Welcome good travelers, to what I hope will be just the first in a long line of OSR goodies to inspire your home campaigns. I was inspired by Sean McCoy and his Dungeon 23 idea to use this blog to share my attempt at a mega dungeon. This is my dungeon, The Crucible of Oxyus. I hope you enjoy!

The Crucible of Oxyus
The origins of the massive underground dungeon known as The Crucible of Oxyus are shrouded by the mists of the past. It is believed that the original structure was built eons ago by the cruel human empire of the Akrakogi, who came to dominate these lands after the Fire Wars drove them from their homelands. Whatever their original intent for the structure was, by the time the kings of Nogash came to rule the mountains some seven hundred years ago, the Crucible was known only as a haunted ruin of immense size. The Nogashite kings struggled in the first centuries of their rule, however, to pacify the monstrous hordes that rTsided in the dungeon ruin. 


It was King Memket who first offered the ruin to the famed mage Oxyus of Fenebrahn in exchange for pacifying its lurching denizens. Afterwards, Nogash enjoyed ten years of prosperity and peace. But little did they know, Oxyus had other plans in store.  As it happened, Oxyus did not drive out the monsters, but enslaved them. He bent and twisted their bodies and minds into even worse monstrosities with his magics, and once he had his army, he let them loose upon the kingdom. Memket’s trust in Oxyus was betrayed, and a long and terrible war was fought.


After a horrific and terrible final battle, the wizard was beaten and his army thrown back. Memesh, the new king, built a fortress atop the endless halls of Oxyus to protect his people from any further incursions. The fortress stood for a hundred years, until the kings of Nogash were overthrown by the people and their holdings were broken up into the Eleven Duchies of Tannek that are now ruled by the Imperial Diet.


In the intervening years, many adventurers have tested their courage and mettle in the tunnels and chambers beyond the old fortress, and many adventurers have been found lacking. Will you and your compatriots be the ones to plumb all twelve levels of Oxyus’ Crucible? Will you discover riches beyond imagining, or will the next room be your last?


Month one January:
The Fortress of Ytrigall
Week one Jan. 1st-7th:  



D100 items Found in a Noble's Chambers

  Back once again with another tremendous table of tantalizing trinkets! I know it's been a while since I graced you with a new article,...