Saturday, April 18, 2026

Creatures of the Helwood (Under Umber Skies pt. 4)

Between the nearest road and the dungeon of Helmars lies the Helwood. The forest rots under the Umber glow of the magical miasma exuded by the dungeon, and everything that enters it is changed. Here is a d12 table of the creatures you might find within.

Two Things!

I liked Table Jam '26 so much I made a second entry! You can see my first one here or here, and if you were waiting for a sign to enter the jam, consider this it!!

Secondly, I keep working on Under Umber Skies. I just finished first drafts of the dungeon and pointcrawl maps this week, and plan to get them to a useable point in the next little bit. Once I've done that, you can expect previews of the full 15 location pointcrawl and the 30 room dungeon!!

Still In Work:

  • Converting the whole thing to Shadowdark, which I plan to be the system for the adventure.
  • Writing up a table to generate adventuring parties you meet along the way.
  • Another table for the effects of the miasma throughout the forest.
  • 1-3 custom classes based on the world found within.

Tuesday, April 14, 2026

d66 *Things Going On* in A Bog-Standard Fantasy Town (Table Jam 2026)


My game prep often goes like this:

1. Create a name for a town

2. Come up with 2-5 ridiculous things happening in the town

3. Write the NPC's associated with each of the above things

4. Use those NPC's to generate the main locations of the town, and stock the related NPC's in obvious locations.

5. Seed 2-3 jobs / quests per ridiculous thing amongst the various NPC's.

6. Profit

As my entry for Table Jam this year, I took all the ideas I've ever come up with or used in a game, and put them below! Hope you enjoy; if you use this to write an adventure site, let me know!!

d66 *Things Going On* in A Bog-Standard Fantasy Town

11 cannibal cult. Every d4 1 winter 2 spring 3 summer 4 fall festival they kidnap an innocent partygoer, cut their leg off and eat it. For the duration of the festival, their dark deity regrows the leg, at which point, they cut the leg off again, and eat it again. Current record is 24 legs consumed from one person in a 12 hour period.

12 noble (doesn't get out much) with magic powers that have made them d4 1 angry 2 socially anxious 3 deaf and mute 4 blind. If they get stressed, wild magic surges. Quite rich and rob-able.

13 father of two bit by a goblin. Slowly turning into a goblin himself. He attacked and bit two mercenaries. They're hot on his tail, as the only way to avoid their own transformation is to kill the father. His kids are trying to hide the change by feeding him locally sourced (read: stolen) goat.

14 the most religious-y person in town is having an affair with someone who's married. Everyone's cool with the affair part (it's that kind of religion) but the married person's kid(s) hate it. Trying to Parent Trap Mom and Dad back together, and would love some help.

15 the sheriff's daughter shacked up with the deputy. The deputy killed the sheriff when the sheriff discovered them together. The couple is now on the run.

16 the beast comes at night to take the d4 1 weakest 2 strongest 3 hottest 4 ones it can get. It can be repelled with d4 1 briers 2 thyme 3 copper 4 dogs

21 a mage magically caged three ancient beasts. That was a thousand years ago. The cage is failing, letting the beasts run loose on prime numbered days, but also forcing them back home at the end of those days. 

22 someone killed unjustly is back as an unsleeping revenant. They cannot rest until they avenge their own death, but don't know that yet. They have attempted to get rest by d4 1 stealing alcohol 2 killing other people 3 killing themselves 4 getting other people to kill them.

23 The town hero is infected by something. They're stronger, but angrier, and growing more so each day. The hero's friends try to hide it, but it'll come out one way or the other.

24 A new d4 1 Company 2 Kingdom 3 Free League 4 Socialist Republic is attempting to take over the town government, and doing pretty well at it. If the new boss takes over, they're pretty quickly going to enslave everyone.

25 A wounded farmer arrives; bandits killed their family and took their farm. The "bandits" are themselves farmers from the next town over, seeking refuge from invading d4 1 undead 2 horse archers 3 mercenaries 4 holy knights. In d4 days, that group will attack this town.

26 A wedding. Amidst the preparations, a wizened sage and several helpers pour molten iron into precut grooves in the ground, forming intricate patterns of concentric circles. The groom has been possessed by a powerful, ancient demon, and the sage is planning a mid-ceremony exorcism. Too bad he's fueling it with the life-energy of all the guests in attendance.

31 The town council is considering criminal charges against d4 1-2 the party's favorite NPC 3-4 a party member. If a majority of the council votes against that person, they will be executed. But, for the right price or task or job or argument, maybe the PC's could sway a few votes. 

32 Someone with a particularly useful talent has been kidnapped. The kidnappers intend to use the talents of this person for their own d4 1 terroristic 2 criminal 3 religious 4 petty ends. The kidnappers are actually law enforcement in disguise.

33 The well has been poisoned, and no one knows who did it. It was the sweet old grandparent, who is tired of all the changes these days, and wishes everyone would chill the heck out. They honestly intended to put a sleeping potion down there, but mixed it up with cyanide. 

34 Beatific community which welcomes everyone with open arms, but before too long, they begin speaking of the conversion of the Father. The father is a black stone statue of a former leader. It can see the present and the future, but does not know the past, and communicates telepathically. In rituals of worship, secretes a black gooey substance, which converts ingest. Those who consume it become convinced that statue knows what is best for them and for the world. You can't stay unless you convert.

35 Two brothers, each wizards, created a massive tower, and then concealed it within an ordinary looking grain store. The older brother killed the younger, just as the younger trapped the older in an imprisonment spell. After a thousand years, the tower is leaking out of the grain store back into the real world. The younger brother's ghost seeks help to keep the older brother contained.

36 A cult. Once a year, they push a child through a portal to their deity in return for magical power. This lets them maintain peace and prosperity in their part of the world, but the kids never return. Everyone says the deity is benevolent.....

41 Killer cows. A lot of people have been dying, and it's all due to aliens that look like cows with swords, invisibility, heat vision and laser. They've also got a spaceship. Conceal themselves in the cow herds throughout this area. People will keep dying until they are stopped.

42 The child of the richest person in town is missing. They were most recently seen with their older sibling, who is a notorious drug addict. The older sibling has no recollection of what happened. The village is all too happy to torture the truth out of the older sibling, but the child just wandered off, twisted their ankle and is stuck in a dell.

43 A cult gave birth to a new god - this little deity didn't like that. It killed them all but not before the leader of the cult sealed it into the basement of the temple. No one has been down there since, and the only one who knows what really happened is the cult leader, who still attempts to feed the deity every fortnight. With people. Maybe the PC's?

44 A holy order of knights has sworn themselves to the service of the town's leaders. In actuality, they now take stuff from people and say, "the town needs it." Pretty much everyone has had enough, but who's going to kick them out?

45 Someone in town is being hunted because d4 1 they committed very very justified murder 3 a misunderstanding 3 breaking an outdated but culturally important taboo 4 because the people in the town are assholes. They're currently hiding under the floorboards of their mentor, who wants to help them escape town.

46 After the loss of a loved one before their time, a very normal person is driven into necromancy. This village has seen an increase in the deaths of small creatures, including dogs, cats and cows. The past few nights, this normal person has been stalking a drunk widower, hoping to kidnap them and kill them to bring the loved one back.

51 A powerful telepath enthralls four siblings, and then forces two of them to fight to the death in the town bar. The telepath is arrested in the aftermath, pending transit to the big city for their crimes, but the other two siblings want to break the telepath out. They'd love some help, and the town law would love some additional deputies.

52 A gorgeous place, with happy young people who live satisfying lives. However, these normal people regularly lose their minds; attacking those around them before rapidly aging to death. Beneath the town square, they have the giant body of a dead god, which they cannibalize to stay young and happy. Without eating from it, they die, and they're running out of meat.

53 Townspeople get rich, marry the person of their dreams, or become six inches taller, and then randomly kill their neighbors. A deity, the Prince of Stars, contacts people telepathically, promising to grant any wish now in exchange for an undetermined future favor. That favor is always murder. Their prophet lives in the sewer under town, facilitating the telepathic connection and gathering disciples.

54 The sun turns off for an hour each day, leaving this place 20 degrees colder than usual on average. A mage cast a spell to siphon energy from the sun to brew booze faster and better. They would undo the spell, but don't quite know how. It'll only stop if the mage dies or if the sun is repaid all the energy that was taken from it.

55 Religious feud over some incredibly obscure theological issue. The two sides fight in the streets and turn worship services into brawls. One side is led by a young charismatic street preacher, the other by a stodgy old religious leader. Within the week, one or the other will gain enough power to lead a violent purge of the other side, but it'll be a close call which side it will be.

56 A morally good, powerful mage, who has visibly lost the ability to do magic. At night, a clown who attacks everyone associated with an evil organization. They're the same person. The evil organization partitioned this mage's mind, separating the magic from the mage, even though the clown persona still carries out the wishes of the main person.

61 An eclipse. Then, a two headed goat is born. It rains fire and ash. Then, a dog is found dismembered and gutted. The town is *convinced* it is a witch, and will not be satisfied until one burns; if you don't find one, they'll just pick someone. There is no witch. (This one is just Witchburner)

62 A man kills his wife. A woman drowns her children. A child kills their dog. All are found covered in paint. A local painter has created a work which drive all to see it to murder, and now he is hiring out his work to the highest bidder.

63 On the night of the full moon, a beautiful person, bearing powerful magic, shows up in the town. They give good gifts, heal people, fix buildings, and punish wrongdoers. Then they disappear before dawn. They are actually a wolf, given these abilities by the deity of the hunt. All those they touched or helped will themselves turn into wolves at the next full moon, staying that way forever.

64 A town wins a battle, signs a favorable trade deal, and stocks up on food right before a famine. At a cave outside town, two guards stand watch, letting no one in but the mayor. Inside, a demon immobilized by rot and illness. They are spending the last years of their life helping this town dominate their neighbors simply because they find it funny.

65 A townsperson, dead, covered in moss and mold, grown into the ground. After a deadly plague, only this village remained untouched. The town druid had merged themselves with a tree, loosing a pollen which inoculated the townsfolk against the virus. Now, the pollen is slowly killing people by turning them into plants. The druid-tree can't understand why that's a bad thing.

66 A dragon, who can turn into human form, has taken the guardianship of this town. However, they radiate such powerful magic that it actually draws countless magic hunters to the town. There were four casualties from their incursions in just the last week, and there will be more the longer it goes on.


See it on Itch here!!

Wednesday, April 8, 2026

Til's Rest! (Tavern, 10 NPC's, Quest Hooks, Oh My!!) Under Umber Skies Part 3

I'm continuing to write Under Umber Skies, my first ever adventure which I hope to publish sometime this year. What follows is my first draft of the tavern that serves as an intro to this whole adventure area. 

You'll find it chock-full of references to the other parts of the adventure; a point-crawl through the wilderness between Til's Rest and the dungeon of Stunmars, wherein lies a dragon and his horde trapped in amber, a vault containing powerful magical treasure, and several factions interested in what happens here. Hope you enjoy!!

THE APPROACH

From whatever direction, those who travel to the dungeon of Stunmars & the area around it see the umber aurora in the sky. Most approach via the Vist Adept, a journey over rocky hills and through rotted forests, though some come over the icy sea of Gyst. Both bring the party to Til’s Rest.

1 Til’s Rest

The jumping-off point to the dungeon of Stunmars. An ancient inn; old rotted wood expansions growing out of an original stone construction. It’s where the Vist Adept, an ancient road, meets the inhospitable sea of Gyst, playing host to a combination of traders, travelers, and fishers.

Everything costs double what you’d expect, due to the sheer amount of gold coming out of Stunmars.

Main Room (boisterous, smelly, crowded): Sturdy stone walls, decent collection of liquor, food and drink service by Viola and Enele, who also offer beds to stay in.

Viola Catharson (singing, strong, exacting): Wife of Alpo. Co-owner of Til’s Rest. One eye. Constantly raising a song over the din of Til’s Rest. Sometimes a bit oblivious to the effect that can have, for good or ill. Can lift as much as three men. Doesn’t tolerate bullshit; thinks Voyislav, Luka and Avram are full of it. Wants: to get Voyislav, Luka and Avram out of this place without starting a fight. Fears: Nukkitaq and their fire wisps coming after Til’s Rest; they sent a threatening note a fortnite ago asking to meet. She hasn’t told Alpo this. Jobs: Draw the three bullshitters out of Til’s Rest; pay is free drinks for the night. Meet with Nukkitaq, kill them and bring Viola their head; free drinks and board for as long as you want (this one’s not public; her husband Alpo does not approve of this).

Heino Harjula (peg-legged, spry, wheelin’ and dealin’): “During the gold rush, its a good time to be in the pick and shovel business.” Heino is that saying in a human being. She came north to delve herself, but lost her leg on the way. After selling her gear to fellow adventurers, she left this area and came back with a wagon full of all the normal adventuring gear (torches, daggers, rope, rations). In addition, she sourced two specific items from the local area listed below. Wants: To get filthy rich. To find who is stealing her stuff. Fears: Getting robbed. Jobs: Try out her radiation salt. It's free, plus 5cp for a written testimonial. Get more radiation salt. 5 cp per bag. Find out who is stealing her stuff (it's Enele, stealing it for the cult. He robs her wagon while everyone sleeps).

Red Salt: Mix with water and drink. Foul tasting, but allegedly prevents corruption.

Silver Dip: Rub on weapons to allegedly do double damage to corrupted creatures.

Jaako Horvathson (pissed off, competent, stinky): Big game hunter who sells magical components to wizards. Knows the Beast would be worth a fortune to Tryllek the Omnimancer. 4-in-6 he is here, 2-in-6 he is at his hunting cabin. Wants: to kill the Beast. Fears: the fire druid, Nukkitaq, coming after him. Jobs: Help him ambush and kill Nukkitaq; pays 50 copper per person. Help him kill the Beast; promises 10% of the proceeds, which he estimates at 25,000 copper.

Enele (quiet, deferential, muscled): 18ish yr old boy. Dashing, muscled, soot covered. Works so hard for Alpo & Viola. They adopted him when his parents were killed in Stunmars five years ago. One year ago, Veera the Red seduced him as he walked through the forest. Since then, he marks the bags of travelers ripe for robbery by the cult of the Red. Has a stick of red charcoal; markings made with it can only be seen by someone holding charcoal made from the same fire. Wants: To make the Catharson’s proud. To be with Veera. Fears: Getting found out as a cultist. That he isn’t good enough for the Catharson’s or Veera. Jobs: Take him with you on a delve to Stunmars, to prove his worth. No payment, and he won’t ask for proceeds, but will sneak off to find Veera once there.

Vojislav, Luka, Avram (fur-clad, smiling, conniving): Disowned by a merchant family of Rend, these brothers headed north to make it big and buy out the family business. Got stuck working for Gryst on his longship; kind of hate him and are now looking for an easy out. Wants: Jerry’s money. Or anyone’s money, really. Fears: not getting caught precisely, but more being publicly shamed for stealing (or being shamed for anything else for that matter). Jobs: Keep everyone’s eyes off Jerry. If successful with that, help them rob other travelers. Pay with a portion of the proceeds.

Jerry (drunk as a skunk, wealthy, helpless): Recently returned from a delve of Stunmars with 2,500 copper, but lost his brother on the inside. Has spent half of it already, and currently Vojislav, Luka and Avram are attempting to get him drunk enough that they can steal the rest. Wants: To not feel pain. To retrieve his brother’s locket, which was lost when his brother was torn apart by the maintainers. Fears: Sobering up. Losing the coin he lost his brother for. Jobs: retrieve his brother’s locket from Stunmars. Will pay way more than he should for that (like 1000cp).

Back Room (gambling, more smelly, sparse): Simple tables, breezy wooden walls, open service window into the kitchen.

Gryst Gammon (sea-tested, uncouth, gaming): runs a gaming table in the back room. Regularly spits dip juice on the floor and farts whenever he pleases. His fishing longship, L’Orignal, is the only thing bigger than a rowboat moored at Til’s Rest. Has been making a living fishing and also ferrying adventurers from here to 6 the Beach (5 cp per person) or into 16 The Cove (25 cp per person). Wants: One big win at the table to fund his retirement. Fears: his crew mutiny, his gambling debts catching up to him (the Catharson’s just told him he maxed out his tab at Til’s Rest).

Three Dragon Ante: Each player wagers 1 copper to enter the round. Everyone rolls a d6, with another round of wagering (as in poker). Roll a d8, followed by a round of wagering. Finally, roll a d10, followed by a final round of wagering. Highest total between all three dice wins the entire pot.

Tamam (neckless, armored, squeaky voice) & the Lamplighter (quick, full-face helmet, sulfur): Partners who have been on four delves, with little but their lives to show for it. He has a huge sword, she can do fire magic and keeps a lit candle atop her helmet at all times. Between them, valuable full plate armor, the aforementioned sword, a sack full of vials of lamp oil, a scroll of fireball and fire wall. Cleaned Gryst out the last time they played cards with him. Wants: to be hired as bodyguards. To meet the fire druid Nukkitaq. Fears: dying, like they've heard a lot of people do. Jobs: hire them as bodyguards. 25cp retainer for both plus 10% of the party’s earnings.

Florent L’Abilie (Posh, disgusted, painting): A famed painter in the capital of Rhivian province; a recent scandal forced him from the city. In the meantime, he has traveled north to paint his masterpiece of the umber aurora above Stunmars. He cannot stand the amount of grease in this place. Wants: Really, to go home. To impress all those dorks who accused him of murder. Fears: That he’ll go to jail That he’ll never again see his love, David Cazal, a fellow painter. Jobs: Help proofread his love letter to David. He’ll write you a poem in return. Won’t be very good. Escort him to 10 The Giant’s Nose and guard him there overnight for a better view of the aurora; pay is 150 cp up front plus 5% of the proceeds of the sale of the painting.

Alpo Catharson (hard-working, crack, arm): Owner of Til’s Rest. Husband of Viola. Third arm. Great recipe for pulled pork. Prodigious plumber’s crack. Wants: to keep the peace, and to get fresh, unmutated pig. Fears: that things get out of control with the new faces around Til’s Rest. That the good pig is all gone. Jobs: Retrieve unmutated pigs. Pay in copper. 

Docks (smelly, rickety). Three ships; Gryst’s longship, a serviceable rowboat owned by Jaako as a quicker way to his hunting cabin (2-in-6 this rowboat is not present, as Jaako is at his cabin), and a partially rotted rowboat with a hole in the bottom (could be patched up with an hour or so of work, but would still sink on a 1 on a d6 if taken off the docks)

Creatures of the Helwood (Under Umber Skies pt. 4)

Between the nearest road and the dungeon of Helmars lies the Helwood. The forest rots under the Umber glow of the magical miasma exuded by t...