- A forgotten library, crammed to the ceiling with ancient tomes.
- A circular structure with a hole in the center, leading down into the darkness.
- A field of petrified trees, each one different in shape and size.
- A deep chasm with lava at the bottom, miles wide.
- A crevice that constantly emits a loud, otherworldly wailing.
- A brightly glowing orb, levitating in midair.
- A shimmering curtain that hangs in the air, obscuring anything behind it.
- A pedestal with a glowing crystal on top, emanating heat.
- A plant that appears to be made of metal, growing in a very unorthodox manner.
- A stone statue that moves and speaks, despite being clearly inanimate.
- A temple to an unknown deity.
- A marketplace where the vendors offer only services, not goods.
- A menagerie of exotic beasts, caged and on display.
- A building which is half submerged in a lake.
- A collection of ancient ruins, overgrown with vines and foliage.
- A deep chasm with a river of lava running through it.
- A forest of giant mushrooms, some taller than trees.
- A bubbling tar pit, filled with the remains of creatures.
- A mountaintop palace, surrounded by statues of angry gods.
- A vast field of tall grass, rustling in the wind.
- A grand palace with a few rooms still intact.
- An ever-shifting spiral staircase that leads to nowhere.
- A great tower with a balcony from which one can see the entire kingdom.
- A garden of exotic and deadly plants.
- A room with a great mechanical device at its center, slowly ticking.
- A column of light, said to be the entrance to the underworld.
- A strange machine that can teleport objects.
- A library of ancient tomes, some still unread.
- A pool of quicksilver that never ripples.
- An altar to a long forgotten god.
- A shrine to an unknown god, surrounded by peculiar symbols.
- A village of huts made entirely of bones.
- A gigantic sandstone sculpture of a mountain.
- A walled city with a huge arena in the center.
- A crystalline palace of an alien queen.
- The petrified form of a long-dead wizard.
- A crashed star-ship, its hull glowing with strange energies.
- The ruins of an ancient temple, dedicated to a dark god.
- A vast field of cairns, burial mounds of an ancient people.
- A step pyramid, with a particularly large top level.
- A courtyard of white marble, with a large fountain in the center.
- A cathedral made of a dark wood, with stained glass windows.
- A floating city, tethered to the ground by massive chains.
- A palace made of a bright white stone, with a large dome.
- A series of interconnected tunnels, said to be the home of a creature.
- A tree, with a house-sized hole in the middle, oozing a red liquid.
- A machine, larger than a city, slowly creating more machines.
- A city, eternally dark, with beings that do not need light to see.
- A Necropolis, with thousands of skeletons in broken armor.
- A group of vehicles, long ago crashed, with mummified remains inside.
- A floating palace, with a beautiful woman who always seems to be crying.
- A black fortress, made of a strange material, surrounded by a moat of acid.
- An arena, with rows upon rows of seats, and a huge arena in the middle.
- A library, with millions of books, and a being who is constantly reading.
- The statue of a forgotten god, long since crumbled.
- The ruins of an ancient city, now overgrown with jungle.
- The shrine of a long-dead cult, still guarded by automatons.
- The remains of a crashed alien spacecraft.
- A portal to another world, currently inactive.
- A huge unidentifiable machine, slowly rusting.
Friday, August 5, 2022
60 Weird-Fantasy Landmarks
Saturday, January 30, 2021
Quantum Blinker
Translucent, slug-like body, made of bubble like-spheres, colored ripples continuously play over its surface. Hovers, rarely touching the ground. Presumed to be from a parallel universe, blinks in and out of physical space, leaving a rotten smell. Appear blurred, as creature is out of sync with the physical dimension. Speaks a language that sounds like radio static.
Special: Distorts dimensions, can flip the quantum states of itself in the blink of an eye, essentially becoming a wave or a solid; after creature makes attack, it has a 1–in–6 chance of blinking away up to 30’ without foe being able to counter-attack; injects sharp needles of hardened light into victims within melee range, causing blood to catch fire, boiling inside their veins for 1d6+2 damage, save vs paralysis for half; attains nutrition from magic, players casting spells on creature must make WIS or INT save, or spell fails, adding 1d4 hp to creature; ten Sun Sprites (other creatures from Night Land) can cluster together in a swarm and attack these creatures as a suicide bomb, effectively vaporizing them both instantaneously from space and time.
Image: Stephen Fabian, illustration from William Hope Hodgson's 'The Dream of X'.
Friday, January 1, 2021
The Toothy Fairy
AC 2 [17], HD 10, hp 45 + absorption, Att x 3 slam/claw/bite (1d10/2d6/1d10), THACO 11 [+8], MV 160’ (40’), SV D6 W7 P8 B8 S10, ML 4, AL C, XP 3200
The Tooth Fairy is an entity from another plane, a dimension made of sweet stuff. Sunken eyes, lean, emaciated, leathery wings on shoulders, made of stretched skin. Feeds on human teeth, taking satisfaction in cries of agony as she rips bone from mouths. If summoned, she immediately go to the bowl and eat the teeth offered by the ritual. She needs 1d100+10 teeth to satiate her hunger. Will regurgitate 2d20 diamonds (worth 250 gp each), and reward the summoner. If there are insufficient teeth, she will attack the party and attempt to extract theirs. She will not attack the summoner. Wants faithful servants who provide her with the crunchy foodstuffs that she craves. She is not fundamentally evil, just an addict. Moves swiftly, leaving trail of fairy floss. It’s delicious!
- they are transported to another plane made of sugar.
- they transform into bloody pulp and are ejected back into the room.
- it’s gateway to another OSR adventure!
How to perform the summoning:
- Extracted human teeth must be placed in the silver bowl.
- Each tooth placed in the bowl will give the ritual a 1% chance of succeeding (so 40 teeth = 40% chance of success).
- Inscriptions on the bowl must be read out aloud.
- Roll the dice...
Saturday, December 19, 2020
Aquilus Spell & Magic Item Name Generator
I prefer creating flavorful names prior to writing classes, factions, encounters, beasts, landmarks, oddities, backstory, even titles of projects. One of my forthcoming publications in 2021 will be a zine of spells and magic items, using this generator as the catalyst for ideas.
Saturday, December 12, 2020
Styles of Magic
I'm currently working on a zine of magic spells for release in 2021 and hope to expand upon these tables, using the results as inspiration for spell names, effects, etc. I've written previously about utilizing language to trigger ideas, and favor this approach as a framework for most of my writing—firstly, come up with the name of something you might find in your imagined world, then determine its properties.
(d12) Roll 2 times and combine:
| d12 | Style of magic taught... | It's requirements... |
|---|---|---|
| 1. | Focuses on infernal power. | Knowing the true name of the target. |
| 2. | Focuses on singing. | Avoiding any contact with the target. |
| 3. | Focuses on the fabric of space. | Only certain bloodlines can use this magic. |
| 4. | Focuses on sound and metal. |
Dancing whilst making highly specific hand-signs. |
| 5. | Focuses on mind-control. |
Poems written in a language the caster invents. |
| 6. | Focuses on shape-shifting. |
Various internal organs of the recently dead. |
| 7. | Focuses on gold and gems. |
Solving mathematical calculations. |
| 8. | Focuses on microbial life. | Adjusting the gears of small, complex mechanisms. |
| 9. | Focuses on gravity. |
Heightened emotions. |
| 10. | Focuses on astral matter. |
Wearing a special mystical outfit. |
| 11. | Focuses on ancient texts. |
Making bargains with non-human entities. |
| 12. | Focuses on death energy. |
Being aligned with the collective consciousness of plants. |
Tuesday, December 1, 2020
Faceless Drifter
Hairless humanoids, sexless, gaunt, rubbery skin. Roam in groups of three, moving incredibly fast. No facial features, other than a mouth with razor-sharp teeth. Sound like a death rattle, smell like crude oil. Speak, but limited intelligence of their own, merely able to mimic what it has heard before, mainly with a vocabulary of indecent language.
Originally, these creatures were genetically constructed by Void Engineers, designed to be workers that could be commanded mentally. They are now mindless shells, which mysteriously reproduce with another, living in hidden colonies throughout Night Land, leaderless, without allies. Unloved, pitied remnants of a failed experiment, who now merely wander and observe, driven by a past, brief, but traumatic connection to people.
Special: Once per 3 rounds, can unleash a frightening, soul-destroying screech as an attack with 30' range, victims must save vs paralysis or be immobilized with fear, unable to attack for 1d2 rounds; immune to mind-affecting spells.
Saturday, November 21, 2020
On the Bookshelves
This is an encounter that takes place in the library of a cult temple, from my latest adventure Xanadu. Even though the most useful part for readers of this blog is the random table of books found on the shelves, I've reproduced the encounter in its entirety.
Door, sandstone, arcane locked, painted with cult symbol. Stone pillars, flanking the door, each carved with a representation of female creatures with wings, similar to statue in area 5. Bookshelves, filled with tomes, various bindings, sizes. Smells like wax, stale incense.
If door is touched: it is magically trapped. Touching the door causes (d20):
- Result of 1–18: a fireball for 2d4 damage to everyone within 10’ of the door (save vs breath for half),
- Result of 19–20: a lightning bolt to explode for 2d20 damage to everyone within 10’ of the door (save vs breath for 1d20 damage).
How to disarm the door: trap is deactivated by pressing a release button behind one of the stone pillars next to door. A thief can find this by investigating for traps.
Books of various shapes, sizes, and colors. Some are ancient, some modern. Volumes of esoterica, occult, directories, almanacs, local histories, etc. There is nothing magical here.
On the bookshelves (d20):
- Instructions on exotic poisons.
- History of the temple.
- Methods of smuggling, extortion and various other activities this cult is involved in.
- Treatise of personal sins.
- Names and notations that look like a collection of financial debts.
- Journals of notes from failed experiments.
- Guidebook to invisibility.
- Interviews with the undead.
- Handbook of cannibalistic recipes.
- Opus on tales of astral seas.
- Travel directory to other planets.
- Formulas to perform the summoning ritual in area 26 (The Tooth Fairy).
- Almanac listing locations of the birthplace of all monsters.
- List of undiscovered cities.
- Ancient torture methods.
- Picture-book of decadent fashion.
- Volume of love poetry.
- Reference work on arcane dentistry.
- Guide to ancient meditation techniques.
- Manual of unpopular magical theories.
Sunday, November 15, 2020
Saturday, October 31, 2020
Creating Hooks Within a Sandbox
I'm currently working on a new mini-sandbox/point-crawl called Night Land, which I'll write more about in the coming weeks. It will run at around 60 pages, contain ten locations, half of those being adventure sites with maps and keyed areas. It's essentially a weird world to be explored, with no overriding objective or goal for PCs at the outset.
This has presented challenges in determining engaging hooks I can plant in the setting, which encourages players to interact with adventure sites. The questions are what kinds of hooks to have and where/when to find them. In similar settings I've studied, it's often achieved with rumor tables, which I wanted to move away from.
- Active: an event that happens directly to PCs.
- Passive: events that happen and draw the PCs in.
- A social hub the party meets.
- Developing major NPCs, stakeholders with motivations.
- A default action that offers hooks.
- Items (such as books, scrolls) about a place someone has been.
- Items the PCs already have.
- Items the PCs have encountered.
- NPCs informing players of what is going on.
- A current need of the PCs, such as a depleted resource.
- An encounter that needs to be resolved.
- Putting PCs in the path of an obstacle.
- Consequences of walking away from opportunities.
- Living world, events unfolding even if PCs weren't there.
- Situations that act as triggers.
- Synergy between the different elements of the setting, one outcome triggering another.
- Timeline of events that occur unless the PCs preempt and stop them.
Sunday, October 25, 2020
Aquilus Character Class Name Generator
Here is a character class generator I've developed for my setting Aquilus.
I'm especially interested in how language can drive inspiration for RPG content. Firstly, come up with the name of something you might find in your world or campaign, then determine what its characteristics and properties are. Chris McDowall – the writer of Electric Bastionland – has a blog post about this technique which he calls Spark Tables, "taking two results and smashing them together for inspiration." The results can be counter-intuitive or even absurd, but they're often flavorful and stimulate the imagination.
In the generator below, I firstly fed in around 1200 character classes collated from sources including RPG wikis, indexes, rule-sets, etc. I then fed in hundred of adjectives. The first result generates an adjective (and occasional noun) followed by a class. The second generates two different character classes put together, both results offering thousands of possible combinations.
I'm currently working on several other generators for elements such as spells, magic items, landmarks, encounters, and monsters, which I'll share in due course.




