Tuesday, March 19, 2024

Prayers of Ways and Means (Shrine Procedure)

 Sometimes, when I'm writing up a shrine or other location where PCs might encounter the image of a divine figure of some sort, I feel like I want a standard procedure to handle any attempts to gain the favor of that divinity. So, here is basically what I end up reinventing every time.

  1. When the PCs interact with a shrine, make a reaction roll, using all the normal bonuses and penalties. Add an additional +1 if a PC is a cleric of the divinity or an allied divinity, and -1 if they're profane before the divinity. Extra -2 if the interaction that causes the reaction roll takes the form of robbing or breaking the shrine. You can infer from these relatively minor bonuses and penalties that divinities are fickle.
  2. On a negative roll, consult the divinity's d6 Means Table and apply an immediate penalty. Save vs spell or be cursed, summon a hostile animal, whatever makes sense. On a positive roll, give the party a d6 Orison Die. On a more neutral roll, err on the side of the divinity's personality-- did they make an offering? Might the divinity slam into their minds and make them promise to do something for it? That kind of thing.
  3. You can only have 1 Orison Die in your party at once, and it goes away after a week if you haven't used it. To expend the die, pray to the divinity for help with a specific problem and roll on the Means Table. Whatever the means, it will be conjured with the intent of helping you with that problem. If you pray for help doing something that would offend the Divinity, treat it as a negative reaction roll.
A divinity's Means Table will be a combination of concrete and abstract. 

Example Means:
1. Snakes
2. Mercy
3. Blindness
4. Temperance
5. Knives 
6. Healers

Imagine you have prayed to a divinity with this table, asking for help convincing a cruel king to let you into his city. The divinity is not insulted by this request, and you roll a "1". Perhaps this summons a giant snake you can use to threaten the king with. It could be that you didn't want to risk threatening a powerful man, and the help you've received could potentially make things worse. Imagine instead that you are trying to reach a high ledge and don't know how you will do so. Your friend suggests spending the Orison Die, but you think about it and decide that many of the means on the table aren't likely to be all that useful. You've just exercised judgement.

Here's three more example Means Tables. As an added bonus, the varied tools in a divinity's tool belt are a good way to remind you to design less one-note gods, if that's the kind of thing you're into.

1. Writing
2. Birth
3. Deafness
4. Endurance
5. Grandparents
6. Boats

1. Sun ray
2. Arrows
3. Horse
4. Messengers
5. Funeral
6. Distrust

1. Mice
2. Pit
3. Barbituate
4. Doctors
5. Plenty
6. Call of the Void

Friday, March 15, 2024

Adventuring Tavern Generator

 In Wuxia storytelling, the term "Jianghu" refers to a rustic otherworld, a secondary society at the margins of the official and the regulated. It is a backwater where all the interesting characters can be found dueling, gambling, drinking, and meteing out vigilante justice. The comparison to many old-school RPGs is clear.

Use this generator to set the scene of a drinking hole in such a scene, where village locals may find themselves rubbing elbows with haughty adventurer types.

Thursday, March 7, 2024

Setting Seed Generator (Cairn 2e WIP)

Yochai Gal recently pointed me to a tool he has been working on for the warden's guide of Cairn 2e. It's a procedure for generating a setting using a combination of dice-drops and d20 tables. I noticed that I could repurpose a lot of his tables to brainstorm regions in the country-as-dungeon adventures I've been playing around with, so with his permission I made an automating tool to do a lot of the rolling for you. 

In fairness I should note that I used an early WIP of Gal's tables, so they might lack the glimmer of his later improvements. I tried to keep tweaks to a minimum, but I did go ham with some synonyms for different kinds of terrain, and I inserted a nonsense word generator for some of the names. As usual, I prioritized novelty in naming over elegance. Don't blame him if your region has a name like "Colorful Cuu" or "Ummo Rag."

Gal's original procedure asks you to make tweaks as you go, according to your taste. Please do not let the fact that my generator spits out a complete list discourage you from doing likewise.

Made with Spwack's wonderful list-to-html generator.

I trust you to decide how to connect the locations, by what paths, and including what sorts of water features and weather.

Tuesday, March 5, 2024

Location: The Geas Years

Fifteen years ago, the wizard Oqamun Thendris excavated an old ruin and made peace with its undying cultist occupants to serve as his base of power. He used strong magics to bind a local tribe of gnolls to serve him. Six years ago, the wizard passed away from a heart attack induced by the side effects of a drug he was taking. Since then, the gnolls have attempted to break the spell binding them to what is now his tomb, but to no avail. They can march out to gather supplies or waylay travelers, but must ever return to guard the place.

The Hag-Son is a dutiful man, a younger half-brother of the wizard, who lacked the knack for study. He looks down on the gnolls, but is penitent about his stake in the wizard's cruelties, though in some sense he is himself a refugee of his brother's edicts. Once his conscience is discharged, he imagines that he will become a wise and respected leader of a community.

The Genius is reaching his middle age. His love of mechanisms, diagrams, and the fitting together of shapes in his mind's eye has made him a lonely gnoll. But to get them through the Geas Years he has affected a messianic zeal, and because he had already been set apart from them they have bought into his vision and commandments.

The Lamplighters are animating, undead spirits fueled by a literal flame that sustains them in the depth of their devotion, but by now they've largely settled into the total Jingoism of an old-timey beat cop. And they're grumpy.

d6 Random Encounters

1. 2d4 gnolls (any with 10 or more HP are Flinds: +1 MOR and make two attacks with metal nunchaku for 1d6 damage)

2. 1d3 Peers (2 HD heraldic pests, two 1d4 beak attacks, flammable. Watch you with glittering eyes in the dark and attack when you're distracted)

3. 1d4 fire beetles

4. 1d4 gnolls and 1d4 jackals.

5. 1d8 Lamplighter (as skeletons carrying torches which burn for 1d6 damage, slain if separated from torch)

6. The Hag-Son (as harpy, no song, knows two 1st-level and one 2nd-level spells)


The walls are smooth limestone, reinforced periodically by arches in any hallways.

The doors are rounded arches with thick oak panels.

The air is moist and musky.

The stairs are cramped and worn.


  1. Entry Staircase. mosaic of a civil trial. Tobacco ash litters the ground. +1 reaction roll with humanoids here, as they're likely here for a smoke. Some loose tiles near the judge's bench conceal a hidden niche where four 100-g.c. emeralds are stored.
  2. Burning streetlamp. A sack of 500 gold coins hanging off it. Hidden on the sack is a metal thread, and if weight is taken off the streetlamp it will start spewing fire, the thread pivoting it to face whoever is holding the sack. The thread extends up to 25 feet. Small circular mirrors have been installed in the walls, letting the firelight glimmer and shine.
  3. Narrow Duct. 2' across, 4' high. Slows travel, gives -1 to hit per 6' of length of weapon. At the descent spot marked "T" on the map, there is a shaft falling 20 feet down into area 11. The duct continues under the area 1 stairs to area 5.
  4. Wizard's Mancave. Comfortable furniture now mildewy and dank. Allegedly collectible figurines and posters fill the space, now valueless. In the center of the room is a pile of torn-up textbooks repurposed into a nest. 
    1. Hiding in a mousehole along the south wall is Belch, a miniature dragon that served as the wizard's familiar. Intelligent, but you have to speak in a funny voice when playing it. If convinced to serve as another magic-user's familiar, it will serve loyally. (Stats as hawk, speeds spell learning, gives 15% discount on magical research, amusing antics.)
  5. Hag-Son's Lair. Locked! Key is in area 12. Clothing scattered everywhere, expired magical ingredients littering shelves, chest full of puzzles and novelties. Strips of paper, cut into star shapes, have been enchanted to glow and stuck to the ceiling. Charm hanging over bed to induce sleep paralysis (as this is how he stays in contact with his mother). Fallen between the wall and the bedframe is the Wizard's spellbook:
    1. Contains the spells Charm Person, Ventriloquism, Knock, Curse, Termagants, and Geas. However, the book is bound like three silver spiral-bound notepads stuck side by side, and written in such a way that each pad contains a third of each spell, mixed up in a random order. When the wrong pages are matched up, the writing has a nonsensical meaning. If someone carefully studies the spellbook, they will realize that there is an extra page in each pad that doesn't correspond to any other spell, and can be cast from as a scroll. If used in this way, it curses the caster to be sexually impotent.
  6. Teleportation Chamber. Materials sometimes appear in the center of an arcane circle. This is an out for the DM to explain how the gnolls get some of their supplies, so it's things like shaving straps, buckles, pots and pans, salt, and other things they can't find from foraging in the surrounding areas. 
    1. The gnolls suspect that the materials are sent by other servants of the wizard in a different part of the world, but they have no way of sending any messages back, since the teleporter is one-way. 
    2. In a desk near the entrance of the room is a 10" wand of polished rubberwood, magically connected to the ring in the Garderobe. If activated by the ring, make an encounter check roll, as the sound of the wand rattling in the drawer may alert anyone nearby.
  7. Gnoll Pub. Six gnolls cleaning out cups in a half-barrel of soapy water, straightening chairs, and stocking a bar. Barrels of sour beer are stacked in the center of the room. Behind the bar is a broadsword and 750 gold coins in a lockbox. The bartender, a gnoll called Blackjack, wears the key on a necklace. Stairs down to area 9.
  8. Repurposed Kennel. Straw and old dog beds pushed aside as four gnolls attempt to follow the Genius's blueprints to make his devices and models of his vehicles. Most of the blueprints have some fatal flaw, like a batwing apparatus and submarine, but there is a schematic for a circular tank vehicle that can fly high into the air by setting off successive charges of saltpeter, and if a safe form of descent can be engineered it shows promise.
  9. Lamp-lighter's Circuit. A procession of ten lamp-lighters walk in an eternal clockwise circle, wearing the floor smooth. They must stoop to cross under the aqueduct (area 10), and brook no attempts to stop them in their rite. Stairs at the south lead up to area 7.
  10. Waterfalling Aqueduct. Fed from an underwater stream, it carries the water from west to east, spilling down into area 16. It fills the upper third of the hallways of area 9 where it passes through, and someone could climb into it, though they would have to crouch to continue along it. In the east, it has a hidden offshoot leading to area 14.
  11. Flooded Basement. Water roughly 15 feet deep, with rough debris in the bottom. By custom, all torches of the Eternal Light that are extinguished by disaster are disposed of here. A shaft in the ceiling leads up to area 3.
  12. Workshop. Empty cauldron. Depleted potion supplies. A key to the hag-son’s lair sitting on a work table. The magically-inclined who study the work done here can deduce it is being used in an attempt to break the gnolls' curse. Notes can also be found describing the nature of the Eternal Light (area 19) but not its location.
  13. Deep Staircase. Along the wall is an intricate mosaic of the Eternal Light, a pair of initiates placing their blackened hands into it. On the middle landing are a pair of ferns in ornate granite plant stands carved to resemble surprised-looking faces. There is a 2-in-6 chance of stepping on a pressure plate that causes one face to spit flammable oil and the other to cough out a cloud of sparks. 
    1. Dungeon denizens like the lamplighters are aware of this trap and easily avoid it unless distracted by combat or similar issues.
  14. Shrine Duct. A narrow duct running off from the aqueduct opens to a vent shrine built around a hearth. This chamber serves as an occult connection with the surrounding area. If a fire is started here, it doesn't burn out and the terrain for 3 miles around becomes a volcanic plan. If the hearth is filled in, a mountain forms over the dungeon. If it is watered, the hex floods. Etc.
  15. Flue Duct. This narrow space comes to a shut flue damper in the ceiling. If opened, acid pours out of it, causing a save vs breath or take 3d6 damage. Further investigation after the acid has emptied reveals that there are four glass bottles secured to the walls of the flue—  two random potions, a treasure map leading to a nearby hex, and a faded cursive description of the duct shrine.
  16. Flooded Street. Half-covered in a scenic carpet of algae, but it is disturbed on the west side where water falls in from the aqueduct on an upper level. Narrow wooden beams along the perimeter of the street serve as walkways. Those who investigate the water see that the street has fallen into a large underground lake, and it is very deep. For every minute spent near the edge of the water, there is a 1-in-6 chance of a giant fish attack. There are four rubbery red shark-sized cave fish, but only one will go after someone near to the water at a time. Stats as giant weasels, but they swim.
    1. If PCs wish to explore the underground lake, they will find it is large and deep enough that they will need some way to breathe underwater. It eventually connects to more underground caves, so this could serve as a connection to another dungeon. However, scattered at the bottom of the lake are coins, gems, and treasures worth about 7,000 gold coins.
  17. Sanctum. A nest of pulleys, ropes, and pallets of tools, gizmos, and struts. Here the gnoll genius Esaludda (HD4) and his two sons (one tall and one short) brainstorm ways out of their predicament.
    1. If needed, the tall son will resort to the Rope-Blade, an enchanted +1 arming sword with a chainsaw-like fitting for a hissing, fast-running oiled rope that ignites anything it touches with pure friction. The sword wears down about 30 feet of rope per fight.
  18. Funeral Mosaic. Tile mosaic depicting the wizard in all his glory, imagining his death preparations in a tile thought bubble, with eyes of circle-cut emeralds. 
    1. Attempting to pry the emeralds out activates a Claymore-style directional explosive in the part of the mural that resembles the wizard's sternum (5d6 damage in a cone, save vs breath for half). 
    2. Pressing one of the emeralds causes the mosaic wall to click open to reveal a well-preserved, beautiful polished walnut coffin with gilded handles (worth 500 gold coins, with a scroll of levitate object inside), as well as an ornate staff (1/day, cast summon servant), a folded up set of black silk robes and conical hat, and an unlabeled vial of deadly emetic poison.
  19. Eternal Light. White fire burns without fuel in a brazier in the center of the spartan chamber. Those who are burned by the flames must save or become a Lamplighter. If not dead yet, they lose the ability to see except by firelight, but fires they carry don't go out. They fail all saves vs spells but automatically succeed on saves vs wands. When they die, they return as an undead wretch, bound to the service of the Eternal Light.
    1. If the Lamplighters ever capture someone, they will take them here to induct them into their fellowship.
  20. Divination Room. Circular table covered in a green cloth, with a 10"-wide orb of swirling black, brown, and purple glass in the center. A chest stands against the west wall, and a fecal stink comes from the eastern door. 
    1. If the orb is touched with bare flesh or focused intently upon, there is a 3-in-6 chance of psychically contacting the Hag-Son's mother. On a positive reaction roll, she will offer a boon to a member of the party if they promise to aid her son (may tap once and make a save vs spells in place of an Open Doors roll). On a poor reaction roll, she will force a curse upon them (save vs spells or recoil from all glass).
    2. The chest contains a collection of tin soldiers and hand-crafted miniature creatures, including a dinosaur created by sanding the wings off of a dragon model. At the bottom can be found several pieces of a dollhouse and pinecones glued to stands to represent trees.
  21. Garderobe. Wizard's remains, covered in a blue dust, slumped over. His wizard viagra will give off spores if the body is disturbed— spell save or your heart explodes due to increased blood pressure. On a successful save, feel a rush of blood and headache which subsides in 1d4 hours. 
    1. The wizard wears a ring which magically connects to the wand in the Teleportation Chamber— rubbing it clockwise causes the wand to vibrate with increasing force, and counter-clockwise causes the vibration to subside.

Wednesday, February 28, 2024

Lands of Quasqueton (Country-As-Dungeon)

 This is an attempt to adapt the first floor of the  B1 In Search of the Unknown dungeon into an overland realm, in the style of a previous attempt. In so doing, I'm pretty sure I've totally ruined its initial purpose, as I'm pretty sure he mapping challenges for which B1 is famous have mostly been obliterated. Not only have many of the convoluted areas been unknotted, but the overland rules I'm entertaining with this format allow PCs to forge alternate routes in extremis. There are unmarked changes to the way the areas are laid out, even beyond the shift from dungeon to countryside.

This version promises an odd experience. The encounter table, which I attempted to jazz up, is a bit lackluster, and this ostensibly settled realm is notably quite depopulated. You will want your copy of B1 open if you study this adaption closely, as I tried to avoid duplicating work or restating tedious information. The cavern level of the dungeon was not adapted, but hopefully you can imagine how they might translate into a stirring underdark locale.

In this case, I imagine 1 overland Turn is equal to five days travel, and can get you through five squares, ten if you're sailing upriver or walking on ice, fifteen if you're sailing downriver. Every sixth turn, a party will need to rest for a few days. I've been thinking about long-term travel and how to make them more concrete. Perhaps a DM should force such long expeditions to include pack animals, porters, or vehicles and set a price for 3 months of supplies, using an equipment list like the one found in the Prairie Traveler to specify exactly what this equipment is.


The first dynasty of Quasqueton was established by the warrior king Rogahn the Fearless and the potent wizard Zelligar the Unknown. In the turbulent times that have since come to the riverine kingdom, it is said that they will one day return from their doomed campaign in distant lands, leading an army of gay soldiers in fine array, tooting horns and waving banners, fighting to banish trouble and evil on the roads and rivers.

Quasqueton is a land with cold, wet autumns and long, chilling winters. The rivers which feed trade near-fully freeze for 1d2+4 months of the year.


1. 1d6 orcs. The descendants of those enslaved in earlier dynasties, most orcs live as outlaws and are suspicious of strangers.

2. 1d2 giant centipedes. Largely harmless, but attack if you get too close, which is most likely to occur by accident if you pass by their burrow in winter.

3. 1d6 kobolds. Likely peddlers, farmhands, or cowpokes. Pant in the summer, roll around in winter.

4. 1d20 troglodytes. Last generation they migrated here as raiders. Now they are often mercenaries and guards marrying into local leadership. Not well adapted to the cold.

5. 1d4+1 giant rats

6. 1d2 x 10 berserkers. Most of their ranks are filled with disaffected local bachelors and widows or widowers who seek something to be a part of.

  • 0. Delta City Ruins. Once a bustling trade port flanked by high cliffs. Now no longer continuously occupied. Statues of various kings and potentates stand half-ruined in alcoves carved into the cliffs. Some are enchanted with Magic Mouths that make grandiose boasts. In the west cliff is a statue of Rogahn and in the east cliff is a statue of Zelligar. Behind each of these two is a hidden passage through the stone, coming out in valleys that serve as secret routes. Searching the city will yield the remains of four adventurers, as well as signs of previous campsites.
  • 1. The River Quasque. Allows travel at double speed if you have a boat or, in winter, a sled team or snow shoes. The tributary fed from area 31 is called the Rayon. When it splits at the Steel Cliffs (area 4), it is called the North and South Rayon. People in this part of the country are considered awkward and pretentious. The tributary fed from area 5 is called the Alet. People in this part of the country are considered pious and well-formed, and everybody loves them. The longest branch of the river, fed from 18, is called the Rimewater when it needs to be distinguished from other parts of the river. People in this part of the country are considered hardy and needlessly sinister.
  • 2. Kettle Town. Farms and fortified granaries around a town of grates and awnings. Civic reverence for the town's original residents, the hirelings of Rogan and Zelligar, is slowly morphing into a religion.
  • 3. Steel Cliffs West. The safe ascent on the western face is guarded by a camp of a dozen orc fisherfolk. In lean years, they dabble in piracy. Their captain, Sentia, wears shoddy brigandine, a braided beard, and an immaculate lion-faced Shield +1. Drinking and gaming is the group's only outlet..
  • 4. Steel Cliffs East. No easy ascent from anywhere but area 3. Standing unspoiled is a beautiful marble statue of a beckoning woman lifting up a scimitar.
  • 5. Alet Mountains. Ample valleys and foliage make traversing the range less arduous than it otherwise might be. Atop one of the more gradual slopes is the brutalist Tower of Zelligar. Within, untouched by the ages, is a massive mural depicting his military victories, a fine bed with his name engraved in it, some ewers and other minor treasures, and, hidden behind a screen in a chest with a poison needle trap, an ornate glass vial containing the tears of a Ghost, which serves as a potion of invisibility.
  • 6. Zelligar's Villa, now a ruin. Fallow vineyards surround it. Crab spiders infest the interior of the intact buildings, and hanging on a stand is a Bag of Devouring, which seems like rich purple fabric on the exterior but scratchy burlap on the inside.
  • 7. Alet Grove. A path from the Tower leads here, a beautiful and enchanted place where a unicorn wouldn't be out of place. The bottom of a still pool seems to be lined with coins and gems, but it is only an illusion. When disturbed, it disintegrates like ink in the water to reveal a pair of zombies in rusted-up ring armor wielding spears.
  • 8. Highland Outcropping. Studded with the tombs of later dynasties. One is notably more ancient in construction but much better preserved than others. Within, rather than a tomb, is an arcane workroom. Environmental storytelling reveals that this was built in secret by Zelligar IV the Secret-Fire, and is of a middle dynasty.
  • 9. Highland Fields. Dotted with gullies and the detritus of arcane rites which have been conducted here for generations, ending only twenty years ago. Home to such things as smoke that incapacitates with a full day of uncontrollable laughter, dickishly enchanted rings which are actually worthless, sites of human sacrifice, torn skins with arcane prophecies painted onto them, vats of weird goo, deep fire pits, busted-up coffins, occasional caches of honey and grain, and tins of incense. A clique of thirty strange, withered, blue-skinned people, the descendants of a lapsed priesthood, act as custodians here. Stats as goblins, typically encountered in groups of ten. They are led by Oltid, who wields a false magic wand (radiates magic) in combat, hoping it will cast some kind of spell.
  • 10. Dakel's Cove. A cave hidden in a cliff bank on the River Quasque. To access it, you need to swim under the brickwork of a section of the cliff, reinforced by a moss-covered brick wall which conceals a beach in a long overhang. Attentive PCs may notice that the bottom of the brick wall is held up by stone arches, giving access just a couple feet under the surface of the water. Within the cove are 60 barrels with boring contents, like barley, soap, and lard, as well as a 400 gp pearl which has rolled behind a barrel full of peas.
  • 11. Rime Plateau. Largely a collection of inaccessible and rocky vistas, with several waterfalls feeding into the river. Half-visible in one waterfall is a chain ladder rattling around. The force of the water makes climbing the ladder almost impossible, but during the winter months the falls freeze and the ladder comes to the front, due to dwarven constructions of its blah blah blah. Ascending leads to an old miner's camp, abandoned in one of the recent political crises. In addition to some gear useful to adventurers— rope, chains, iron spikes, there are piles of wooden beams, building mortar, stone blocks, and assorted hardware. The mine itself never went into operation, and it would be the investment of thousands of gold coins to get it running. However, it would reliably turn a profit in tin ore for years to come.
  • 12. The Unknown Library. A remote holdfast near a mouth of the river, accessed by a grand series of bridges and paths. Unfortunately, because the library was named for a latter-day imitator of Zelligar and not for its actual secrecy, the library was destroyed in a power struggle last century. Most of the tomes and scrolls have been destroyed, but hidden in a secret room only noted in the directory is a Silver bracelet worth 32 gp and a tell-all biography of Zelligar I's daughter, Boed the Apt. The kobolds from area 13 sometimes make the trek to visit this place. They use glowing bugs in jars for light and greatly value literature despite lacking the means to produce paper, vellum, or other appropriate sheets.
  • 13. Sidif. A dozen small kobold villages, only half of which are currently occupied. The rest, either home to peddlers who are not present or abandoned in the past generation, contain various mundane tools and implements, as well as about 9800 copper coins that would take a few days of ransacking to gather.
  • 14. The Drakewood. Dense and difficult to traverse, with needled ferns that cause a burning rash. It was by this routes that the troglodytes entered Quasqueton, and most troglodytes could give directions for safely traversing it. In the darkest part of the forest is a giant, hollowed out oak tree that once served as a hermitage, and within, on a small hanging rack, can be found two scrolls of cure light wounds engraved with illustrations of saints healing the sick. At the DM's discretion, the Drakewood can connect on its western edge to another realm.
  • 15. Village of Downing Fields, a rustic but inviting alpine spot. Festivals are common, the mayor is inviting, and raiders never seem to trouble them. Those who visit are unknowingly transported to area 16, confusing navigation.
  • 16. Village of Fielding Downs. As area 15, but the mayor has a hole in one eye that's constantly dripping some fuzzy fluid and no one acknowledges it.
  • 17. Meter Hill. Sister peak to the Rime Mountain Peak (area 19). Often coughs up ash and soot. In the side of a cliff is an impressive stone door that will never open, a mean-spirited trick of Rogahn II Half-Elven. Around the door are elven runes mocking those who attempt to open it as weaklings and babies. A carcass crawler lingers near the peak, half-submerged in the ash but unfortunately distinct to the eye.
  • 18. Rimewater Mouth. The river powers a pair of water wheels around which a small town has sprung. There is a large smithy there, but the stern smith who owns it is too old to work the forge, and all her sons have died or gone.
  • 19. Rime Mountain Peak. Some stubborn trees grow here. In a short cave a long shaft can be found that runs down, down, down to the caverns under Quasqueton. A block and tackle is fitted into the cavern ceiling directly above the hole with rusted nails. When more than 100 pounds of weight are put on the tackle, there is a chance the nails will snap and it will fall out of its fitting. About 300 feet down the shaft, the irregular walls are met with steep, crudely-cut spiral stairs that lead down, down, down.
  • 20. Lesser Mountains. A high redoubt on a remote hill is visible from a great distance, but traveling to it involves a spiraling, circuitous route that slows travel. Frustratingly, the interior is totally unfinished, and empty except for some bear scat, a small wooden box holding 140 gold coins, and a clay tablet amateurishly inscribed with a smiling face.
  • 21. Lamoe, called by outsiders the Troglodyte Moot. Raiders have settled the fertile lands overlooking Delta City, and begun to tend it, growing tomatoes suspected of being poisonous and potatoes believed to be venomous. Outsiders have a good chance of being hassled by the Ambo, a clan of nosy warriors. Their warriors number eight, and they are led by Uwlo, who wields an amber-chased +1 dino-head flail, and his one-eyed aunt, Aiphu One-Eye, who wields a two-handed whip. She has a false map that accurately shows areas 1 and 17-22 and incorrectly maps the rest of the land of Quasqueton.
  • 22. Overgrown Reserve. The thick woods here slow travel. Fungus and molds of every color of the rainbow infest the reserve, and the spores are unpleasant to breathe. 
  • 23. Woodrow. Series of woodcutting communities overlooked by Castle Rogahn's cliff along the south. A tunnel in the vault of a cliffside belltower leads up to the castle proper.
  • 24. Consort's Villa. Built abutting the cliff of area 25. Currently ransacked and in disrepair, although searching the compound can yield a silver mirror worth 360 gp, as well as a black widow spider hiding under a bed and ready to crawl out. If the party splits up to search the villa, one will probably still spot it emerging. In a central room, there is a small statuette of a local deity, and in its hand in a wooden box containing a golden ring of protection +1 with a heart-shaped ruby, as well as fragile piece of paper that says in crude hand "Melissa, God knows I have done nothing to deserve you. You are the one beautiful thing in this sinful world that brings me any joy and you give each of my days meaning. I am sorry I have no beautiful words to say these things. Will you marry me?" In a basement, behind some smashed up wine racks, is a tunnel into area 25.
  • 25. Castle Rogahn. Surrounded on all sides by steep drops, with a winding approach on the west side that has utter collapsed. A spartan and forlorn fortification raised by Rogahn, dwarfed in grandeur by later ages. It is operated to this day by jumped-up burgers and their servants, though they cannot find it in themselves to fully pretend they exercise any power. There are some treasures preserved here— an antique silver spider medallion on a chain, worth 200 gp, four centuries-old tapestries showing scenes from the early days of the Land of Quasqueton, and a 20'-long bed with an 'R" inscribed in it, allegedly belonging to Rogahn. They sure made heroes tall in those days. Connects by hidden tunnels to areas 23 and 24.
  • 26. Favor District. A series of small, planned settlements on rocky, uneven land. Abandoned as unsuitable living, but there are fallen nobles elsewhere in the the land who would seek to regain their estates here. Trophies of various sorts can still be found here, as well as a pillar engraved with martial triumphs over a dragon, a basilisk, orc tribes, and other foes. At the center of the district is a stone belltower, its insides rotting and home to a colony of Shriekers. Any convulsing or klaxon from the fungus causes the ancient bell to ring, causing a random encounter check. Fallen in the guts of the base of the tower are 80 silver coins.
  • 27. Two Thrones. Basalt flat, with two vaguely chair-shaped hills near the center.
  • 28. Chapel of Oduma. Thriving community of settled orcs around a large church to the chaotic, poorly-sketched deity Rennat. Established by a short-time ally of the Quasqueton dynasties before it was abandoned. The church seems to be in disrepair because construction on it was never completed. Near a sacrificial pit with a spooky pentagram is a leather pouch with 40 pieces of electrum.
  • 29. Erig's Rest. Sleepy rustic villages. The landmark of note is a cairn said to belong to a minor king.
  • 30. Erigwood. Ferny forest with many maple and oak trees. In the south of the region is an exposed limestone outcropping with a large cave, leading gradually down into the cavern roads of Quasqueton. 3280 silver coins are stacked neatly in 20 sacks of 164 coins each in a chamber near the entrance, retrieved from below and abandoned for unknown reasons.
  • 31. Rayon Mountains. Home to many strange springs, each of a different color and consistency. Analogue to B1's pool room. Exploring the valleys and crevices of the southern expanse reveals a hidden stair that leads to a mountain peak (area 32).
  • 32. Rayon Peak. Home to a family of dwarves, the Marevak Clan. Long-lived, they knew many rulers of the realm personally and act as conduits of history. What's more, they are skilled architects open to working for anyone who might seek to restore the workings of Quasqueton. For treasure, beyond several interesting blueprints on a drafting table, the patriarch of the clan wears a Ring of +1 protection, and they keep a healing potion (2 doses) in case of mishaps.
  • 33. Hinterland. The strong and loyal Etex people were sought after as recruits for Quasqueton's army, but those who remain here are agreeable and gentle. There's an old parade ground and barracks, where 60 gold coins can still be found in an old lockbox.
  • 34. Gangrel Swamp. Flooded land thick with small trees and shrubs, where bubbles of flammable gas arise frequently, making the use of open flames impossible. Home to many orcs living at an unhappy subsistence level, slowly making a circuit of the area. Near the center of the swamp is the orc outlaw Everard, whom they all respect for his wisdom and tenacity. His home in the trunk of an anomalous mangrove tree contains, among other things, a valise carrying fine clothes worth 100 gold coins.
  • 36. Noqa Mill. Disused mill with an oversized water wheel. The foundations of the mill are unstable, and there is a 2-in-6 chance per person entering that the floor and half the building suddenly sink, smashing through the ceiling of a cave to land in a deep cavern (area 50).
  • 37. Porterhouse Plains. Site of an ancient battle, serene. Searching the old site for a few days yields chain links, bones, a few rusted weapons, and a gold ring worth 40 gp
p.s. decided to add a literal back-of-the-envelope map of Quasqueton as a citizen of that land might draw it for some adventurers.