Monday, November 20, 2017

This Dungeon Is Full Of People Whose Families Cherish Them: Burglary and Larceny for OSR

Now instead of having to enter a dungeon, you can simply wait for night to fall and break into someone's house!

I don't know who drew this

This post draws lots of inspiration from here but tries to make the content more gameable.

Every settlement will have houses you can break into, which correspond to weekly expenses of staying in a settlement. Finding a house full of promise for robbing takes 1d4 days.

Villages are able to support house treasure up to Comfortable.
Towns are able to support house treasure up to Prosperous.
Cities are able to support house treasure up to Flush.

House Layout/Structure

These are rather sparse on purpose, because I feel that everyone has their own methods of creating dungeons.


This is barely a step up from mugging, and as such dungeon rule's aren't really useful here.


1 level
1+1d6 rooms
1 way out
2 Locks
Inhabitants (1d2 roll)


1 level
7+1d6 rooms
2 ways out
4 Locks
Inhabitants (1d3 roll)


2 levels
4+1d6 3+1d4 rooms
3 ways out
8 Locks
Inhabitants (1d4 roll)


3 levels
4+2d4, 3+1d6, 2+1d4 rooms
4 ways out
12 Locks
Inhabitants (1d6 roll)

Stocking the Dwelling

Stocking rooms in a dungeon generally follows this table:
Treasure with 75% Chance of Monster

These are changed for robbing a house:
Loot 50% chance of Inhabitant, 25% chance of Disturbance


This is someone who lives in the house and will likely not appreciate the characters entry into their home. The Reaction roll instead of reflecting the reaction is now used to determine the likelihood of the inhabitants being asleep at night.

Inhabitants Table
1d3 Non-Hostile Inhabitant
Hostile Inhabitant 1d4 HD
1d4+1 Huscarls 2 HD
1d6 Trained Beast 2 HD
 1d6+1 Patrolling Huscarl (Causes Wandering Monster Checks) 2HD
1d4 Elite Huscarl  4 HD


This is something you can steal and sell for money


These work like traps but instead of dealing damage, they increase the likelyhood of encounters by inhabitants

Light, Disturbances, Encounters, Traces,  and Consequences


In a dungeon, you need light to see and in turn explore. Similarly you need light to explore a house, but people can see the light and then you. Each light source can be seen from double the distance it illuminates. For every 10 feet of illumination provided by a lightsource, there is a -1 penalty to reaction rolls. These stack so if there are 2 torches (which illuminate a radius of 15 ft in my games) there would be a -2 to all reaction rolls.


Characters have a 2 in 6 chance of triggering traps in a dungeon. People generally don't have traps in their homes, but often they have things that can be knocked over like vases. Each time one of these disturbances occurs there is a -1 penalty to all future reaction rolls during this heist. Within a dungeon loud actions have a tendency to cause wandering monster checks, during a heist, instead loud actions have a 2 in 6 chance of causing a disturbance and incurring a a -1 penalty to all future reaction rolls during this heist.


The only wandering checks which occur during a heist are the result of rolling a 5 on the inhabitants table. Otherwise there are no rolls to see if someone shows up.

Every encounter causes a reaction roll, but unlike a dungeon, these reaction rolls determine the awareness of the encountered inhabitants. A negative reaction roll is indicative of the inhabitants raising an alarm and screaming that someone has broken into their house (if they win initiative or have surprise). A neutral reaction roll indicates that the inhabitants are aggressive to whoever has broken into their house and wish to do them harm. A positive reaction roll indicates that the inhabitants are asleep, and will ignore the characters unless they are disturbed.


In a dungeon, characters generally interact with their environment with no regard to traces they may leave. In a house, especially one that is patrolled leaving traces of yourself is a sure-fire way of being noticed and causing an alarm to be raised. Referees and DM's should note what the players do and if there is someone patrolling the location have them react to the traces of the players.


If you get caught you'll likely die. No-one likes thieves and communities will seek to rid you of your breathing. If an alarm is raised guards/a mob arrive in 1d10+5 minutes to deal with the players.

Thursday, November 16, 2017

Roll to See Who You Sword-fight!

OSR Based Tournaments

Michal Zebrowski in the film 1612

This post details  how to make a tournament structure derived from OSR Mechanics. Essentially, rather than making a single elimination bracket, you use the rules for a monster encounter in order to figure out who fights whom on what day. The following assumes a week long tournament following the schedule posted below.

Week Long Tournament
Day 1: Introduction and Set Up
Days 2-6: Series of Single Elimination Bouts
Day 7: Celebration and Crowned Champion

Days two through six are essentially a single bout followed by announcements of who will face each other the following day. The first day of the tournament everyone arrives and registers.

The procedure for determining who faces who is essentially a Wandering Monster Roll with each part of the monster encounter determination how the match will be.

Three Mechanical Parts of a Monster Encounter
1. Which Monster
2. Reaction Roll
3. Surprise Check

Which Monster

The "Which Monster" component becomes the "Which Combatant" roll.

Each round roll on the Which Combatant Table and that's who you will face. As the tournament continues the table will be rolled upon with a smaller die as the lower values on the encounter chart are more difficult/dramatic to encounter.

Day 2 Roll a 1d12 (256 competitors)
Day 3 Roll a 1d10 (128 competitors)
Day 4 Roll a 1d8 (64 competitors remain) later (32 competitors remain)
Day 5 Roll a 1d6 (16 competitors remain) later (8 competitors remain)
Day 6 Roll a 1d4 (4 competitors remain) later (final 2 competitors face off)

On the first two days, due to the high number of competitors there is only 1 bout per day. As their number reduces the number of bouts increases.

Which Combatant Table

1Another Player's Character (Variable HD)
2NPC the Players have encountered before (Variable HD)
A Competitor Favored to Win (5+1d4 HD)

Competitor Temperament Table 1d6

1-3Professional and Calm
4-5Manic and Gregarious
6Ruthless and Cruel.

 Member of Nobility

Noble Identity Table 1d6

1-3Knight (2+1d4 HD)
4-5Noble (1d6 HD)
6Related to the King Himself (1+1d6 HD)

Traveling Outlander (Roll on Outlander Table)

Criminal Type Table 1d6

1-3Assassin (2+1d6 HD)
4-5Thief (1+1d4 HD)
6Bandit King/Boss (2d4 HD)

Disguised Person

Disguised Person Table 1d6
Daughter of Someone Important (1d4 HD)

Flip a Coin
Heads: As Criminal Tails: As Member of Nobility
4-5As Criminal
6As Member of Nobility

 Monster Poorly Hidden by Cloak (Variable HD)

Tournament Monster Table 1d6
1-3Controlled by a Magic-User
4-5Brought by Decadent Noble

Unscrupulous Cheater (3 HD)

Flip a Coin
Heads: cheating before the match Tails: cheating during the match
 Knight Errant (1+1d4 HD)

Knight Errant Table 1d6
1-3With Unrequited Love

11Generic Guy (Stats as Bandit)
Age Inappropriate Contender (1 HD)
Flip a Coin
Heads: Prepubescent Tails: Nearly Senile Old

Reaction Roll

The reaction roll is used for the bookies and gamblers rather than the opponent. The same distribution is used

Gambling Prediction Table
Favors Character to Lose
Favors Character to Win

Surprise Roll

The surprise roll is used to see if the crowd favors someone. Traditionally a roll of 1 surprises monsters and a roll of 6 surprises the player's characters.

Crowd Favor Roll 1d6
1 - Favors Player Character
6 - Favors Other

Miscellaneous Notes

Fight Rules

Fights are essentially until someone gives up in front of a crowd. Using the GLOG system HP heals back rather quickly so being reduced to 0 hp isn't that bad for a Player Character. There will be lots of betting each round and each day there is a 1 in 6 chance of someone attempting to sabotage a combatant for the purpose of rigging bets. (This is essentially a wandering monster check.)

Player Character Losing/Following Other Combatants

If a player character loses, then simply have whoever beat them progress to the next round and roll for who they face. Flip a coin to see if they win their next match unless it seems highly unlikely. If there is only one player character still contending for victory and they roll that they would fight another player character simply substitute a fighter who previously beat another character. Halfway through Day 5 there will only be 8 combatants left and if the players wish to know who they can bet on, then it would be appropriate to roll for who those 8 are. As day 5 ends, simply flip a coin to see if a combatant continues onward. The idea is that the tournament if player facing and that the other fights are only important if the players want them to be.

Mechanical Aspects of the Competitors

I would simply use the regular OSR system combat rules for these matches. Each Combatant has attached HD and is pretty loose mechanically speaking otherwise. If you want some inspiration on how to give them further abilities you can simply roll below and use the suggested class table to assign abilities as if they were that HD.

Suggestions for Abilities 1d6
Martial (Fighters, Dwarves)
Specialist (Elfs, Specialists)
Magic Users (Wizards, Clerics)

Tuesday, October 24, 2017

System for Abstracted OSR Settlement Downtime

Downtime in Settlements

Once a party reaches a settlement (village, town, or city), they receive two opportunities as a whole to interact with the settlement outside of buying dungeoneering supplies and selling off loot. Rather than two opportunities per character, it is the party who has these opportunities. A party may choose to spend a week at a settlement to receive a number of opportunities equal to 2+ the number of player characters within the party. Spending this week within a settlement requires each character to spend a sum of silver for housing, upkeep, and food. The amount of silver spent this way determines which events may occur to that character during the week of their residing in the settlement. Any Hirelings, Retainers, and Companions who accompany the party pay their own way.

Art by Ken Fairclough

Author's Note: These mechanics came around because most of my players spent a great deal of time just hanging around town and I had a great deal of difficulty producing content for each day or hour of their time in a settlement. Instead I made a way to produce content at a weekly rate.

The options available to a party within a settlement are as follows.

1. Discover What Lies Past (This Settlement)

Researching information about traveling away from civilization is very important. A character doing this is able to ask a single question about how far away another settlement is (in terms of days of travel), about what kind of menaces lie in what direction (both monster and terrain), or even about the location of a dungeon filled with treasures.

2. Make Friends

A character who chooses to go out and make friends has the opportunity to attempt toroll under Charisma and if successful obtain retainers and has a further 25% chance to meet a friendly NPC.

3. Carousing

By spending at minimum of 100 silver (or another arbitrary value choice by the Referee), a character gains an equivalent amount of XP for going out and socializing/drinking and must roll under Charisma to avoid a mishap.

4. Find Rumors

A character receives 1 + their Charisma Modifier in rumors

5. Sight-see/Relax

A character choosing to relax or sight-see reduces gains an extra 1HP until the end of the next combat, and gets to have the Referee describe some part of the settlement/surrounding area to him and likely give him some lore about the area.

6. Go Shopping

A character choosing to go shopping may either purchase location unique items (such as a barrel of gunpowder) or spend silver on frivolous things (such as an obnoxious hat) in a manner similar to carousing at a rate of 2 silver spent for 1 XP recieved.

7. Rest and Recover

By choosing to engage in recovery a character gains an extra 1HP per level until the end of the next combat, further they are allowed a new save against any condition or disease that they have with no penalty for failing the save.

8. Research/Find a Scholar

By successfully rolling under a third of their Intelligence, a character is able to ask the Referee a single yes or no question (which is to be answered truthfully as the knowledge would be known in setting). Alternatively they may spend 100 silver to simply consult a scholar a single yes or no question.

Weekly Expenses and Their Consequences

The following are different levels for weekly expenses in a settlement.

Destitute: 15 Silver (This is barely a step above homelessness)
Middling: 25 Silver
Comfortable: 50 Silver
Prosperous: 100 Silver
Flush: 200 Silver

Villages are able to suppport weekly expenses up to Comfortable.
Towns are able to suppport weekly expenses up to Prosperous.
Cities are able to suppport weekly expenses up to Flush.

A character may purchase a home for the price of weekly expenses times 30 for any level except for Destitute. They then no longer have to spend that weekly expense at that settlement.

Every week spent in a settlement roll a 1d8. On a roll of 7 or 8 nothing of note occurs; however, for any other value rolled consult the Weekly Event Table relating to that level of weekly expense.

Art by William Henry Pine

Destitute Expenses Weekly Event Table

1Find Lost Money
The character finds 1d6 silver that someone lost here.
2Misunderstanding Escalating into a Violence
The character must save or suffer the effects of a 1d10 severity roll.
3Awful Disease
The character must save or contract a disease taking 1d3 points of damage
4Jail Time
The character is taken away and cannot interact with the settlement.
5Wandering Monster Encounter
The character has a solo encounter with something awful.
The character must save or contract a random curse.

Middling Expenses Weekly Event Table

1Hear Rumor
The character gains 1 random rumor.
2Free Meal
The character receives a ration from a friend.
3Misunderstanding Escalating into a Vicious Brawl
The character must save or lose 1d12 hp and gain notoriety.
4Minor Disease
The character must save or contract a disease taking 1 point of damage.
The character must pay 3d10 silver to the authorities.
6Attempted Mugging
The character must save or lose 1d2 random items.

Comfortable Expenses Weekly Event Table

1Make Acquaintance
The character befriends a shop keeper and is able to buy a random item for half price.
2Misunderstanding of Received Letters/Parcels
The character receives something meant for someone else.
3Well Rested
The character gains an additional point of HP until the next combat.
4Misunderstanding Escalating into a Remembered Insult
The character must save or gain a foe and a -2 penalty to carousing.
5Attempted Theft
The character must save or lose 3d20 silver.
The character is involved in a building burning in some way.

Prosperous Expenses Weekly Event Table

1An Exclusive Offer
The character is approached by a merchant selling a rare item.
2Romantic Encounter
Someone becomes enamored with the character.
3Enticing Request
A patron reaches out to the character requesting a Quest Item with promise of reward.
4Auspicious Sign
The character sees a good omen granting a +1 to their saves until they fail one.
5Misunderstanding Escalating into a Future Vengeance
The character must save or become hounded by an assassin.
6Attempted Swindle
The character must save or erroneously invest 1d100 silver to a conman.

Flush Expenses Weekly Event Table

1Invitation to Banquet
Receive 200 XP for carousing at banquets of the rich.
2Make Friend
The character gains an NPC as a friend and possible companion.
3Gifted Item
The character receives a gift worth 1d20 silver from someone
Offer of Initiation
The character receives an invitation to a secret society of some kind.
A hireling wishes to join the character at no upkeep cost.
6Marked for Robbery
The character must save or become hounded by a band of brigands.

Between these options available to characters and the events which fall upon each character, a variety of events are sure to occur to the players. Further the usage of dreadful foreboding mechanics means there are at least three dynamic aspects to a settlement each week.

Saturday, October 21, 2017

Dreadful Foreboding Mechanics/Procedurally Generated Antagonists for OSR

I guess this is my Spooky Halloween Post

Author's Note: These mechanics were originally written up for fortified keeps as a way to have a greater amount of interactions. Settlements have a wide variety of things for characters to do, such as carouse or research, but isolated shelters don't have so many options so this chart was made

Dreadful Foreboding Mechanics

I believe that these fortified keeps should be mechanically distinct from other settlements not only by their limited supplies but further in their sense of isolation. I think a way to mechanically reinforce the sense of these outposts as bastions of light encroached by darkness is to emphasize their dwindling resources and increasing social pressures. The following mechanics could easily be expanded to other settlements in order to play up the "grimdarkness" or "horribleness/terribleness" of a setting.

These settlements are isolated and each week spent there should feel more oppressive and unwelcoming. The following is a table with ways to mechanically reinforce that, each week roll a 1d12 and consult the Impending Doom Table below. Unless abated, the dooms continue on week after week. For those with a desire of a gross amount of bookkeeping, they may roll this for every single settlement on their hex map and create a living world.

Impending Doom Table

1-5Menace: Roll a wandering monster encounter appropriate to the terrain of the hex where the settlement is located. The monster encountered begins to harass the settlement. That week and every week further roll a 1d6 as it corresponds to the Modified Wilderness Anecdote Table. The roll corresponds to what is encountered by a person living in the settlement at night. 
6Xenophobia: Those foreign to the settlement must succeed on a reaction roll in order to enter the settlement. Further those traveling alone within the settlement have a 1 in 6 chance of encountering hostile people and must roll a reaction roll.
7Hysteria: Anyone staying within the settlement cannot lose trauma points and have a 1 in 6 chance of gaining a point of trauma per week. This applies to every major figure in the settlement, not just the characters. 
8Famish: Rations run low and their price doubles. If this is rolled twice there is a 1 in 6 chance of there only being 2d20 rations left in the entire settlement and panic ensues. Every time after the second that this is rolled, the chance for only 2d20 rations exist increases by 1 in 6. 
9Rot: Though it is a safe place pestilence endures within. Any disease cured instead simply abates for the duration of the character's stay in the settlement. Further any disease deals an additional 1 point of damage. 
10Ruin: The structure of the settlement is eroding and collapsing. In any great confrontation, there is only a 1 in 6 chance of it staying upright and not collapsing. Structures pick the climatically appropriate time to demolish themselves in vast spectacles.  
11Woe: Despair falls on the settlement like rain. Characters resting within the settlement only have a 1 in 6 chance of regaining HP.
12Harrowing: Great tragedy strikes a random important figure in the settlement and there is a 1 in 6 chance that they die. 

Modified Wilderness Anecdote Table 

1Lair, the monster moves into the darkness within the settlement, (rolling an additional time on this table instead of just once every following week)
2Spoor, person sights the monster around the outskirts of the settlement
3Tracks, person finds signs of something moving about at night
4Traces 1 of something, as normally encountered
5Traces 2 of something, as normally encountered
6Monster encounter, roll a reaction check and treat the person appropriately after

Procedurally Generated Antagonist Mechanics

The table above works with the Polite Lands Encounter Tables in a rather unique way. While Fortified Keeps and Villages may be harassed by strange and horrible monsters found out in the wilderness, Towns and Cities will be mainly menaced by human beings. This means that in cities and towns the conflicts will be with people who have specific interests and desires, look at the table below.

Kind (1d8)

1Traveling Merchant
2Caravan of 1d6 Merchants and 2d10 Guards
31d4 Lumberjacks
41d4 Hunters
51d6 Farmers
61d6 Peasents
71d3 Members of the Nobility
81d3 Members of the Priesthood

Each of these presents a unique interaction with the Modified Wilderness Anecdote Table and honestly can be used to generate a variety of conflicts in each city in your setting. 

Thursday, September 21, 2017

The Church, The Old Ways, Cults and Their Loathsome Gods

Follow this link to what you should listen to while reading this article

Author's Notes: This is likely the longest post I've written so far, please bear with me. In this post I mainly talk about THE CHURCH and THE OLD WAYS. These are essentially a monolithic abrahamic faith that the cleric class is a member of and polytheistic pagan/folk religion faith which would be more inline for a magic-user/druid/shaman class. I also mention CULTS towards the end but I think most people know what those are when I mention them. 

Dynamism of Faiths

a.k.a. Why your clerics should belong to a monolithic centralized faith

I think there is an inherent issue with the incompatibility of the OSR cleric and Polytheistic Faiths. There are two large components to this based on the nature of the priesthood in polytheistic faiths and the implicit function of the OSR Cleric.

In polytheistic faiths the function of clergy and priests is to oversee worship and supervise rites, essentially insuring that invocations of aid to their deities are successful. They function as a middle man between mortals and their gods. There is a fundamental difference between the metaphysics of abrahamic (I use this term loosely) and polytheistic faiths. Th abrahamic faith has a singular covenant which creates a standardized contract of moral righteousness in return for salvation and protection while polytheistic faiths involve offerings order to receive a benefit in turn. The function of the clergy, in polytheistic faiths, is then to officiate these offerings on behalf of people for their benefit. Polytheistic clergy do not go out and proselytize, the covenant of their gods are not open to admission and exist merely as a consequence of gods power over existence.

The implicit function of the OSR cleric is to essentially lengthen the amount of time their party may explore a dungeon/a hexmap without returning to a safe place to heal. Clerics are essentially Magic-users with different spell lists, the ability to turn undead, and weapon restrictions. The spells of OSR clerics function to mainly heal HP, remove curses or poison, raise the dead, and are defensibly and reactively cast rather than the combative or dungeon circumvention which is proactively cast. Firstly these spells fit a deity which holds power over life and death, such as a supreme abrahamic deity, be the origin of a cleric's powers. Polytheistic clerics facilitate invocations to a multitude of gods and I really don't see, outside of Vancian influence, why gods couldn't grant Magic-User spells to clerics. Why not simply combine the spell lists and fluff priests and wizards as the same class. Clerics have a unique relationship with the undead which is the result of the history to their creation. But it further complicates their existence as members of a polytheistic faith as why would Mars/Thor/Nagaynezgani turn undead? It fits it stronger thematically that a deity which holds power over life and death, such as a supreme abrahamic deity, be the origin of a cleric's powers. I believe that the weapon restrictions are merely a result of balancing gameplay as blunt weapons dealt less damage then edged ones and magic swords wouldn't be usable by clerics. As such I think they aren't necessarily relevant.

I would then say that OSR clerics and Polytheistic Faiths are incompatible due to the dissonance of the mechanics of the cleric and the generally polytheistic nature of most OSR settings. I would say then that there IS precedent that Clerics in OSR settings should worship a supreme abrahamic/cthonic deity and I will now list other reasons why you should have a singular monolithic church that characters who are clerics follow in your OSR games.

Contrast and Conflict Sources

If you have a singular monolithic church in your setting you can create multiple sources of contrast as well as conflicts. A large component of culture is the theological/existential/philosophical beliefs they share and most players of OSR (whom I assume are familiar with/from western cultures and traditions that are heavily steeped in abrahamic and monotheistic notions) would have an intuit understanding of THE CHURCH. Through cultural osmosis they would be familiar with THE CHURCH and I would wager that most would be unfamiliar with non-occidental religious practices and have a less intuitive understading of those cultures. Familiarity of THE CHURCH then allows you to create contrast with other cultures or races your players interact with and creates  a source to create conflicts from as THE CHURCH has a long history of heresies, religious wars, pope stealings, excommunications, witch hunts and the like. You have a strong tradition to draw from and can even steal things wholesale such as mythologies about demons and other apocrypha.

Further if you have THE CHURCH you have cause for multiple relics to be recovered from dungeons (they sued to be cathedrals and churches). Further you likely have saints and from them a source of multiple magic items be they real items the saints used or relics.

Religious Beliefs as Alignment

I think that Tabletop RPG's and OSR especially so are simply a continuation of the mythic Chaoskampf. There are a few points of civilization (Law) which are surrounded by sprawling wilderness (Chaos). There is a massive duality between Primordial Darkness and the Civilized Light and players take the role of the Law-Bringer striking down the Serpent. What's great about this is this already fits into the OSR alignment chart. Further this fits into the theme of ruination inherent to OSR. Great calamities bring doom and recycle the Lawful Civilizations into dark dungeons. I don't think I can emphasize how strongly the idea of a "points of light" setting fits into this Chaoskampf. The civilized areas are points of light and law and so having a monolithic faith, THE CHURCH, as an aspect of law underscores the metaphysics of OSR.

I greatly advocate for extremely humanocentric settings and in this you are able to use faith as an alignment system. THE CHURCH is lawful, THE OLD WAYS are neutral, and CULTS are chaotic. This works pretty similarly to alignment in OSR games especially so with the cleric spells of Protection from X and  Circle from X as these spells become Protection BY X. Rather than a magic circle against evil you have a Circle of Protection by God. Rather than asking the "metagaming question" of what alignment is he, you could simply ask what faith does he believe. This further ties in with the alignment nature of creatures. Lawful beings such as Angels are servants of the of THE CHURCH's God. Neutral beings such as animals arise from nature's existence. Chaotic beings then are the spawn of some CULT'S worshiped diety. I think the last aspect especially significant as it explains the existence of every dungeon denizen as supernatural and circumvents questions such as "what do orcs eat?". The next section of this post deals with the nature of THE CHURCH, THE OLD WAYS, and CULTS as alignment systems and their fundamental differences.

The Faiths

I didn't want to stop using Black Metal Album Art so here's another good album 


So THE CHURCH is essentially the veneration of The White God so revealed to his prophets by Covenant and Miracles. There are two important parts here the Covenant and Miracles. Unlike THE OLD WAYS or CULTS central to THE CHURH's theology is the concept of The Covenant which is essentially a spiritual contract made by the prophets with The White God on behalf of the nations of man. The Covenant is extended to all those inducted into the Church by the rite of baptism. Those people are now Protected and Preserved by The White God but must follow the rules of the Covenant as written in the Holy Writ.

Holy Writ
Thou shalt have no other gods before The White God
Thou shalt not kill
Thou shalt no commit adultery
Thou shalt not steal
Thou shalt not bear false witness

In terms of alignment the Holy Writ ends up as the following rules. Worship and partaking of only THE CHURCH's faith. Do not use murder as a means of solving conflicts, in extenuating circumstances this may become lose but essentially it means you can't just kill someone for disagreeing with you. Marriage is an important institution because it comes not from joining bloodlines but because it is allowed by The White God. Do not purjer yourself when people seek to attain justice.

Those who holds the Covenant and it's precepts in highest regard walk the earth as saints, idols of charity to the less fortunate able to preform miracles. Those who can perform these miracle in the name of The White God are viewed as saints (these are the cleric characters).

If you are a member of THE CHURCH/are Lawful you are devout in practicing your faith.


In contrast to THE CHURCH which has a singular covenant, the old faith is predicated on offerings made to one of many deities in order to illicit certain result. The church has a firm and established relationship while the Old Faith is in a state of constant flux. Rather than following a code of conduct and receiving benefits, you make sacrifices/offerings and in turn receive a benefit.

Types of deities often found in polytheism generally include:
Culture Hero: Hercales or Cu Chulainn
Death Deity (Chthonic Function): Hades or Orcus
Life-Death-Rebirth Deity: Osiris or Mitras
Political deity (such as a king or emperor): Imperial Cult
Sky Deity (celestial): Wakinyan or Perun
Solar Deity: Sol Invictus or Amaterasu
Trickster Deity: Loki or Anansi
Water Deity: Neptune or Susanoo no Mikoto
Gods of Endeavors: Athena Palas or Inari Okami

In terms of alignment THE OLD WAYS are essentially the ethics and code of conduct which predates THE CHURCH. The important aspects in "pagan" or "tribal" cultures tend to focus on the following things which were held as supremely important as they indicated one could trust you.

Our Ancestors Had:
Honor - Honor is a reflection on the merit of your word and ability to hold oaths, you would lose honor by being unable to do what you say. In ancient times your word was vastly important and if someone has no honor then they cannot be trusted.

Courage - While this does tie in to Honor, your ability to act in dangerous situations is an indicator of your trustworthiness. If you breakdown when scared or are easily shaken then why should people trust you.

Hospitality - In the ancient world there was massive importance on being a good host and on being a good guest. The outside world was cruel and dangerous so those who acted upon the politeness of hospitality risked much by offering aid. Those who would go against hospitality go against kindness offered by total strangers and as such could not be trusted.

Perseverance - If a person falters when they encounter difficulties then how can you trust them. If however they can keep struggling until they achieve their goal then they are to be noted for their actions.

If you keep THE OLD WAYS/are Neutral you may merely be a member of the church who isn't devout or you may keep the faith that your ancestors did making offerings to the old gods.


This should be the standard for the aesthetic of  every "evil" cult in OSR games

In the darkness of a dungeon many work awful rite in order to obtain promised power to fulfill their deepest desire. They worship forgotten gods which whisper from the darkness asking for sacrifice. These are literally every antagonist from the Conan books. By partaking in such anti-social rites you are rejected by much of society and aren't necessarily trusted by them. Flip through a monster manual to determine which creature you venerate.

If you are in a CULT/ are Chaotic you do not care about the horrible nature of what you may be praying to as long as it aids you no matter how it does so.

Sunday, September 3, 2017

An Account of 6 Cities

Art by El Greco

Originally, I had planned to make the list of 6 cities an expanded version of the Towns post. But I was inspired by this post to instead procedurally generate each city.

Authors Note: I've been drafting this post since July and have torn much hair out about it. I'm well aware that the purchasable clockworks lack descriptions, but I have no idea how to properly write them up so that can be up to you as a referee.

Procedures to Make a City

Every City has 3 Base Districts alongside 1d4 Unique Districts

Base Districts
1. Great Markets - This is where you can buy everything found on the equipment table
2. City Castle - This is the fortified structure where the High Jarl of the City holds court.
3. Defining District - This is the unique district always found in that city.

The Unique Districts are a set of 5 possible districts from which the contents of the cities are drawn. Each city is constructed in a hex-wise manner, with the Great Markets District at the center. As shown in the image below, in a clockwise manner the unique districts are added in a random order and the City Castle is added last. The hex on the edge of  the city and on the opposite edge to the City Castle is where the gates of the city allow entry into the city.


The cities marked with an asterisk are on the sea.



Above the cliffs of a cold cove rise numerous towers and walls. Waves lap at the base of fortifications as rains pour down. Lightning repeatedly casts dark shadows amid the cityscape as innumerable figures scurry away from sight underneath dark cloaks.

Defining District

Cliff Bridge: A lone cliff leading out towards the sea ends in a thin iron bridge which leads to a craggy isle out into the sea. Upon the rock rises a lone stone tower, beneath this tower lies a vast gallery from which the ocean floor can be seen. Often people gather before the vast walls of glass and stare at the contents of the sea.

Unique Districts

1. Valkyrjaholl - A relic of the Old Faith, amid the new buildings stand carvings of ancient warriors and their exploits. Few church-folk wander the streets here, instead the old holidays are kept and old traditions followed. Spirited away are conclaves of those who would prepare for the end of days, sharpening spears and hoarding supplies. Men choose to have their throats slit and are buried armored with sword in hand to await the upending of the sky. [Unique Purchase - Einherjer: As hireling but with a morale of 18 and 2 HD. Costs 100 silver to first have them join you]
2. Azurgate - The High Jarl's rule is lacking here, instead a mob [the Grafa] finds itself in control of what occurs here. Occasionally venturing to the other districts by the sprawling sewers built underneath they tunnel into the dwellings of the rich and steal from them. The Grafa are led by a trio of sisters, each named after a color.
3. Ancient Gearworks - A few old clay buildings contrast against many other gray stoneworks. Here aged artisans toil above magnifying lenses conjoining minuscule gears and cylinders. Several apprentices mimic the few remaining masters and craft their own minor clockwork constructs. Those privy to the interiors see tall massive stones etched in bronze from which all their knowledge is derived. [Unique Purchase - Intricate Clockwork:  Costs 400 silver]
4. Traitorous Holdout - There is no love lost between the Jarl and a plotting faction [the Logberg]. Due to Jarl's inability to rule they seek to depose of the Jarl and replace him with their preferred alternative. Most in the city are aware and fearful of the impending doom of their uprising. The Logberg are led by council of gray bearded men each a grandfather to many children.

Ruling Jarl

Fyrtarn -  Currently locked in a dungeon below the castle. He bears a cruel curse, his body and limbs contorted into a series of spirals. He still bears his sentience, but howls in constant pain from the deformities inflicted on him. Several cube like spires of brown crystal emerge from both side of his neck and reek of boiled soil. His howls can be heard at night and many in Hringepi erroneously believe that a monster from the sea haunts the streets after nightfall.



Immaculate and imposing, the pale stone structures glisten with ancient glyphs. Each street is kept pristine and a few trees stand flowering and manicured. Iron-wrought streetlamps cast down soft lights on figures in bright prismatic clothes swaggering in multitudes. A few ancient statues still stand upright, their original purpose lost to time.

Defining District

Polished Forests - A vast botanical garden stretches out through the center of the city. Mosaics of stone and shrubery spell out spirals only visible to the clouds. Many gather at these gardens on moonless nights and the iron trees at the center of the gardens are lit aflame and rituals are invoked. Smoke mixes with the night sky and obscures those involved from any eye.

Unique Districts

1. Ivorigate - The High Jarl's rule is lacking here, instead a gang (Reykr) finds itself in control of what occurs here. The Reykr have figured how to make smoke bombs and often will throw them through the windows of a buildings before rushing in and assailing those disoriented within. They are led by four captains each named after a cardinal direction. [Unique Purchase - Reykr Smokebomb: fills a 10 foot cube with billowing smoke hampering sight and requiring a save else coughing for 1 round. Costs 80 silver]
2. Modern Gearworks - An industrial citadel rises above the surrounding houses. Furnaces billow as workers cast standardized gears and cogs and set them onto an assembly line. Men align parts in a repeated ritual creating a singular product. Run by an apprentice once mangled within the Ancient Gearworks who now seeks to be the forefront of clockwork crafts. [Unique Purchase - Standardized Clockwork: Costs 300 silver]
3. Etched Plain - A vast field of stone is measured by stone pillars. Every three days there are tournaments to determine the greatest athlete, many waste most of their wealth betting on these games. [Unique Purchase - Games Ticket: Allows one to enter the games. Characters may advance in the games by making attribute checks with a penalty equal to the number of rounds of games you have won. The winner is determined by a tournament of numerous rounds of elimination with the winner moving on to further rounds. There are 1d6+1 rounds to the tournament with a number of contestants being equal to 2 raised to the power of the number of rounds. The winner wins no prizes except for the title of champion. The Costs 15 silver]
4. Maze Beneath - A portion of the city was built atop of a vast valley. The top was covered in a lattice work of wooden bridges and outcroppings but the depths still exist unseen. Criminal elements and outlaws hide in the shadows and some even set up storefronts for their black-market goods.

Ruling Jarl

Hvit-Ney -  A young maiden who took the title of Jarl when her father died, is clad in white armor and followed by a retinue of men clad in similar garb. She wears the sacred headdress of the bull and rejects the Church instead promoting the Old Faith. Few of the Church cardinals scheme to remove her from power and plot ways to show her incompetence and gain the support of the people.



Amid a vast plain of brown sand that abjures away the sea, numerous boulders stand insolent. The moon casts a calm light down upon rough masonry bleached by the salty air. Figures swaddled in tunics of white and blue traverse irregular cobblestone streets as bells echo from the center of the polis.

Defining District

Seaside Spire - A singular towering construct stretches upwards from where the waves crash to where the horizon converges. A spiral of staircases winds through galleries rising higher and higher. A series of open archways at the zenith shine as a bright flame twists within. Those traveling by see can see the light for leagues, a sign of safety and security.

Unique Districts

1. Butchers Bay - The stench of blood has become embedded into the very stones here.  Legions of thick arms swing heavy knives splitting open carcasses. Flanks and chops are wrapped in wax paper and stacked among each other. A rampart of numerous butcheries stands a monument to the carnivore nature of those inside. [Unique Purchase - Vivisectionist Manual: If in possession it allows corporeal and visceral monsters to have a 1 in 6 chance of being able to be butchered into consumable rations equal to their HD. Costs 50 silver]
2. Allalms - A tall cathedral is swarmed by a field of slums and lean-toos. Processions of monastics meander through canopies of beggars arms. Missing limbs and scarred faces linger under a starving sun, a few under the shadow of the cathedral. Every hour the bell tolls and echoes. [Unique Purchase- Donation to a Beggar: Every 2 silver donated to beggars grants a single point of XP. Cost is variable]
3. Kwizling - There is no love lost between the Jarl and a plotting faction [the Brimsker]. Due to their hate of the Church they seek to depose of the Jarl and replace him with their preferred alternative. Most in the city speak of rumors of the impending doom of their uprising. The Brimsker are led by a pair of brothers, one branded on his face as a priest slayer.
4. Portyards - Brash voices coalesce into a cacophony near the sea here. Merchants transfer their wares and have their ships repaired. Men toil in crafting new vessels and some come together in investments to seek further fortune. [Unique Purchase- Shipping Investment: A character may invest money into a merchant venture. These investments are resolved as a reaction roll a month after the investment is made. Negative reactions represent a loss of investment, neutral reaction rolls represent investments no undergoing significant change, and positive reaction represent a windfall of a 100+2d20 % growth accumulation. Cost is variable]

Ruling Jarl

Stala -  By tragic means a Nun of the Church has become the Jarl. Once the eldest daughter of a Jarl, she was sent away to a coven. After his death she returned and now acts as a bastion of the church in the political sphere. Few are able to speak to her as Jarl and many share glimpses of her about in the streets, amid dirt and grime, delivering charity to others.



Innumerable thin buildings long for the height of the sky reminiscent of frail fingers reaching out for love. A panoply of gold, bright green, and crimson tiles stain the roofs of each building into a shimmering mosaic. Chimes hang from corners, meekly shaking in the wind, as hordes of monastics intermingle with resolute hedonists.

Defining District

Belfries Two - Two Gargantuan towers fill the sky. One stands immaculate of silver and alabaster, a shining exemplar of what beauty may be  stacked towards the heavens. The other is a ruin. Mere fragments which strain to remain composed into a single entity. The immaculate belfry is the site of mirth and veneration its bell spreading joy while the ruined belfry is abandoned, the occasional echoes which emerge from within merely reminiscent of some great melancholy.

Unique Districts

1. Garden of Crom-Lechs - Houses and shops are built among complexes of standing stones etched in runes of ages past. Scholars trace their shapes seeking to divine knowledge now lost to the past but most are unsuccessful. Most who live here take solace in the ancient carvings around them and some even speak of a ring of standing stones hidden away somewhere which holds an entrance to the realm of ages past. [Unique Purchase - Pillar Translation: Reveals location of dungeon 2d10 hexes away. Costs 100 silver]
2. Disirholl - A relic of the Old Faith, amid the new buildings stand carvings of ancient warriors and their exploits. Few church-folk wander the streets here, instead the old holidays are kept and old traditions followed. Honey harvested from beehives within the rib cages of dead men is steeped in their blood. This dead man's mead is said to let those who drink it see the spirits of the dead. [Unique Purchase - Totenmjod: Allows one to see dead spirits for 1 hour. Costs 45 silver and takes up 1/3 of a inventory slots]
3. Argengate - The High Jarl's rule is lacking here, instead a warband (the Bana Hog) finds itself in control of what occurs here. The Bana Hog wield enormous martial prowess, once being a famed mercenary company. They are rather antagonistic to those who would pass through this portion of the city and seek to tax each for 15 silver. [Stats as Bandits but with HD 3 and Def 5, each has a shield and may splinter it]. They are led by a man known as Verja [Stats as Bana Hog but with HD 5 and Def 7, has a shield and may splinter it]
4. Vichpike - Three towers, each matching like the fingers of a disfigured hand arise from a steep hill. A few boroughs surround the hill but otherwise leave them a great deal of space. Inside live five witches each clad in singular shade whose name they share, each etches pernicious gifts.  Rumors speak of Carmine stealing air into her lungs and walking beneath the waves. Rumors speak of Ceil binding an iron ring to a lover so that she would never succumb to another's charms and compulsions. Rumors speak of Citrine tasting the blood of her enemies and seeing what they see. [Unique Purchase - Witch Talisman: As described above, each lasts for an hour. Costs 150 silver and takes up 1/3 of a inventory slots]

Ruling Jarl

Dodsen - A powerful Occultist who controls legions of the dead. Once an oprhan child Dodsen was found wandering the in the remains of the ruined belfry seemingly speaking with imaginary friends. Each corpse-spirit whispered his secrets into the child's ear and promised him servitude if he would exhume their shells from underneath the rubble. After a few years of solitary excavation Dodsen amassed a population of servitors. Fearing his power turning cruel, the heir-less Jarl adopted Dodsen as his own child.



A mountain in the distance, aqueducts cast long shadows from their arches, creating irregular spheres of light and shadow along the roofs of the city. Each stone was placed with intent and each building was wrought of an artisan's obsession. The few figures, who pace among the complex, bear open arms at their waist and speak in exasperated tones between themselves. The air is cool and is easily breathed in somewhere a waterfall roars.

Defining District

Upturned Lake - An excess of aqueducts sprawl outwards from a singular lake elevated above most buildings. A cage of stone elevates the lake above the city but below the roaring waterfall. Water from the mountain above spreads through out the town, still icy from the snowy peaks above.

Unique Districts

1. Nornirholl - A relic of the Old Faith, amid the new buildings stand carvings of ancient warriors and their exploits. Few church-folk wander the streets here, instead the old holidays are kept and old traditions followed. Trios of maidens draw water from ancient wells and divine portents of the future from the way it falls. [Unique Purchase - Oracle Reading: Roll a d20 [don't say a numerical value] and a player is able to replace a future roll that they have to roll with that value instead of rolling for it. Costs 60 silver]
2. Gullgate - The High Jarl's rule is lacking here, instead a mafia (The Masfrekr) finds itself in control of what occurs here and in 1d4 other districts. They have spies everywhere and trade in debts and information. They are led by a single figure, but no one knows his identity.
3. Gambling Houses - Innumerable dens of ill repute border each other. Inside men wager against each other and lose themselves to lust and gluttony. Men trade fortunes on the outcome of a dice and others still barter in potent drugs. If not for the crowds one would think it easy to find a knife between their ribs. [Unique Purchase - Narcotics: Give temporary 1d6 hp and penalize initiative by 4 for 2 hours. Costs 40 silver]
4. Treacherous Halls - There is no love lost between the Jarl and a plotting faction [the Hirsteinn]. Due to the singular ambitions of their leader they seek to depose of the Jarl and replace him with their preferred alternative. Most in the city reject the possibility of the impending doom of their uprising. The Hirsteinn are led by Bayonet the Bastard.

Ruling Jarl

Branblomst - A maiden who rejected her royal blood and instead fell to blood-lust, Branblomst traveled the land as an outcast. Infamous for her berserk rage, dozens ended their journey's coughing blood up at her feet. Years passed and she returned home challenging her father for the throne, running him through with her sword in a duel and ascending to his throne still stained in familiar blood.


The last City is one of tremendous size and contains every unique district not found within the other cities. If you want, you can make this city the capital of the kingdom and write up your own court intrigue and politics. Alternatively, if you want a more fractured/frontier/dark-ages aesthetic it's just a very large city and there is no central king. Nothing says you cannot encounter Urborg early and then instead simply roll for which Unique Districts are in each city and place the others here.


Enormous and sprawling, Urborg is massive and dark.

Unique Districts

All Unused Unique Districts

Unique Purchase

Every item purchasable in any settlement may be purchased in Urborg, but any Unique Purchase will cost double the price.

Sunday, August 27, 2017

Dungeonless OSR Gameplay: Selling Occult Information as Generic Quests

Artist Unknown

So I think that the mechanic of a characters gaining XP for treasure collected inside of a dungeon are fantastic for numerous reasons. The majority of resource management within OSR games is based on the principle and all serve to mechanically incentivize the thematic elements of entering dangerous holes in the ground to become wealthy. I would even claim that it is as central of a component as modifying a d20 roll with bonuses or penalties in order to resolve character action for OSR games.

All that being said I still think that OSR game systems provide an incredibly resilient and robust method for running games and I don't think you would even really need dungeons for it to work. As far as I know, most OSR games function as either a series of dungeoncrawls or hexcrawls. This is one of the things that make them so thematically distinct from other "RPGs". While you can have intrigue and quests in OSR systems there are mechanical gaps in doing so. I think that one of the many reasons that they are so prevalent in other RPG systems which focus on a more narrative approach such as World of Darkness or Apocalypse World. Those game systems are designed with those objectives in mind and likely are able to mechanically incentivize their thematic elements so well because of that approach. 

I don't think that a complete reworking of most OSR mechanics is necessary to achieve the ability to run games with a focus on quests or intrigue. Instead one can simply integrate those two elements to the central mechanic of a character gaining XP for treasure collected by converting quests and intrigue into treasure. One of my favorite videogames is Sunless Sea for a variety of reasons, chief of which is the way the game mechanically reinforces thematic elements central to gameplay. The game has a type of item which is referred to as "curiosities", unlike fuel and supplies these items represent meta objects such as secrets or knowledge. I've seen a few blogs bring up the idea of secrets and knowledge as treasure which may be sold to others, and I think that may be a way to seamlessly integrate intrigue into the general OSR XP gain mechanic. While it may be a minor paradigm shift for players to understand the value of hidden information which may be sold for wealth or leveraged over others in order to achieve something. 

By giving players access to information brokers to whom they can sell secrets, a referee would create incentive for players to focus on the secrets and mysteries of a setting at relatively low effort. When creating NPC's or Dungeons a referee implicitly makes two sets of information. One known to the majority of people and one not known to many. People may know that there is a dungeon hidden in the swamp, but likely the majority do not know that there is valuable treasure inside or the tomb of an ancient warrior. Similarly, many may know that the chief of a tribe is named Mark but few may know that he is the bastard child of the emperor and would make a viable replacement to the current despot. I feel I've explained this concept adequately.

Generic Quests as Items Sold by Characters

The following table lists items which may be sold to information brokers or specialists and allow characters to gain XP as if they had gotten treasure from a dungeon. 

Terrain Map25 silver per 5 hexes mapped outCartographer Guild
Monster's Head10 silver per HD over 3Wizard College/King
Outlaw's Head5 silver per HDSheriff
Dungeon Map5 silver per 10 rooms mapped outAdventurers
Dungeon Histography100 silver per level past 2Historian
SecretVaries (1d6 * 1d6 * 5?)Information Brokers
Secret Spell Scrolls20 per spell levelWizards
State SecretsVaries (1d8 * 1d8 * 10?)Spies
Rare Ingredients Varies (1d4 * 1d4 * 6?)Pharmacists/Chefs
Tokens of FriendshipVaries (1d6 * 1d6 * 5?)Kings/Jarls/Chiefs

By allowing the characters to sell the following items you may incentivize different things. Terrain Maps would incentivize exploration in hex crawls. Monster or Outlaw heads would incentivize characters to confront foes. Dungeon Maps and Histographies would incentivize exploration of dungeons. Secret Spell Scrolls would incentivize robbing wizards. State secrets would incentivize espionage. Rare ingredients and Tokens of Friendship would incentivize exploration of possibly dangerous places by creating alternative "treasures". Rather than having a figure giving the characters a quest they would instead choose to attempt to get the quest objectives on their own. Ideally, this would provide characters internal motivation to do the quests for their own sake. 

Sunday, August 13, 2017

Dungeon Construction and Stocking in Around 20 Minutes

Hopefully this can help you quickly make dungeons, if something doesn't seem to make sense to you or doesn't necessary fit the theme or tone of your game you can simply change it. Proof of Concept here


1d6 Cumulative Dungeon Layout Table

1Level 1a: 2d4+1 Rooms + Entrance
2Level 1b: 1d4+1 Rooms
3Level 1c: Secret Door to 1d4+1 Rooms
4Level 2a: 1d4+1 Rooms + Visible Stairs from Level 1a to Level 2
5Level 2b: 1d4 Rooms + Secret Stairs from Level 1b to Level 2
6 Level 3a: 1d4+1 Rooms + Visible Stairs from Level 2 to Level 3

Explanation: You roll a 1d6 which determines the contents of the Dungeon. If you have happened to roll a 4 for this dungeon it would then have 2 levels. The first would have 2d4+1d4+1 Rooms (Levels 1a and 1b), 1d4 Rooms hidden by a secret door (Level 1c), and 1 set of stairs going down. The second would have 1d4+1 Rooms (Level 2a).

Now, nothing says that Levels 2 and 3 have to be below Level 1. In theory they can be above Level 1 and the overall complex can be a ziggurat or tower ascending upwards.

Layout of Rooms

Level 1a

Imagine the possible layout of the 2d4+1 rooms as a 3x3 matrix. Each room is connected horizontally and then each row is connected by a single vertical pathway.

Level 1b

Imagine the possible layout of the 1d4+1 rooms as a cross. The Level 1b complex is then connected to the Level 1a complex by two random pathways.

Level 1c

Arranged as Level 1b but is only connected to the Level 1a complex by a single pathway from a hidden door.

Level 2a and Level 2b

If there are both Level 2a and 2b then Level 2 as a whole is arranged as Level 1a. Otherwise Level 2a is arranged as Level 1b.

Visible Stairs: A single Room on Level 1 that connects to 3 other rooms contains stairs which descend to Room 1 of Level 2.
Secret Stairs: A random Room on level 1 contains stairs which descend to a random Room on level 2.

Level 3a

Arranged as Level 1b and with visible stairs as previously explained in Level 2.

Example Dungeon: On rolling a 6 on the Cumulative Dungeon Layout Table

So the Dungeon has each part with the following number of rooms
Level 1a 2d4+1 possible, rolled a 4

Level 1b 1d4+1 possible, rolled a 4
Level 1c 1d4+1 possible, rolled a 2

Level 2a + Level 2b 2d4+1 possible, rolled a 6
Level 3a 1d4+1 possible 1d4+1 rolled a 4

Author's Notes: Our example dungeon looks like this


The Deepest Level of the Dungeon has a single room which serves as the prime function of the dungeon.

Prime Function Table


Tomb Room 25% chance of entombed person to be undead
Entommbed Figure has 1d6+1 HD and is covered in wealth worth Level of Tomb * HD * 10 silver

Prison Room 25% chance to be empty/dead
Prisoner has 2d4 HD

Treasury Room 25% chance of the treasure to be rotted/ruined
Sum of wealth worth Level of Treasury * 1d6 * 15 silver

Reliquary Room 25% chance of the relic to be horribly cursed
Relic may be sold for Level of Reliquary * 1d6 * 5 silver

Author's Notes: For Our example dungeon we rolled a 2 so it's base function was a Prison,  turns out the prisoner also escaped. well have Room 4 of Level 3 be where it was kept.

Aside from this room every other room is filled by the following table
1-5Empty aside from Aesthetics
6Monsters (HD based on Level where encountered 1=1HD 2=1d4HD 3=1d6HD
7Treasure (75% chance of monster) worth Level * 1d8 * 5 silver


I like to have dungeons as a result of at least two different aesthetics because this allows for a comparison and contrast of each room

General Dungeon Aestheics are based on the Prime Function Table

Tombs often contain: statues of soldiers, mummified servants, emblems of victory, busts and frescoes of ancestors, rusted arms and armor
Prisons often contain: sigils of protection, dire warnings etched in archaic languages, long burnt out candles, rotted scrolls
Treasuries often contain: chests and vases, impressive stone work, inlaid mosaics, beautiful craftwork
Reliquaries often contain: religious artworks, faded paintings, urns of oil and water

Specific Dungeon Aesthetics are added as the result of the environment or the passage of time

Inhabited: Top filled with inhabitants who use the dungeon as a fortified structure
Flooded: Half of bottom level flooded, upper level damp and dripping from roof
Fungal: Walls covered in fungi, spores fill the air, awful stenches
Hiveish: Signs of many insects, empty egg cases, incessant buzzing
Tangible Darkness: Torches shed less light, eyes follow you from the darkness, haunting laughing
Burnt: Many rooms covered in ash, faint remnants of smoke, blast shadows on walls
Once Reused: Many rooms contain artifacts of a different era, remnants of some shadowy purpose
Crystalline: Some floors and walls translucent and can be seen through, each step causes resonance echoes

Finishing Touches of our Example Dungeon

Author's Notes: We rolled a 3 on the Specific Dungeon Aesthetic so our dungeon is Fungal!

Room Contents

Level 1
Room 1 - Empty
Room 2 - Empty
Room 3 - Treasure (10 silver) + Monster + Secret Stairs to Room 3 Level 2
Room 4 - Empty
Room 5 - Empty
Room 6 - 1HD Monster + Stairs Down to Room 1 Level 2 + Secret door to Room 9
Room 7 - 1HD Monster
Room 8 - Empty
Room 9 - Empty
Room 10 - Empty

Level 2
Room 1 - Empty + Stairs Up to Room 6 Level 1
Room 2 - Treasure (70 silver)
Room 3 - Empty + Secret Stairs to Room 3 Level 1
Room 4 - Treasure (40 silver) + 1 HD Monster
Room 5 - Empty + Stairs Down to Room 1 Level 3
Room 6 - Empty

Level 3
Room 1 - Treasure (75 silver) + 3HD Monster + Stairs up to Room 1 Level 2
Room 2 - Empty
Room 3 - Empty
Room 4 - Treasure (120 silver)

Room Contents + Aesthetics

Author's Notes: There is nothing within the prison and it's fungal with a large HD monster at the bottom so I figure that thing will be the cause of the fungus spreading (The corrupted guardian of what was kept here originally). I figure level 1 will be largely well maintained and as you descend down the dungeon there appear more and more fungal and ruined.

Level 1
Room 1 - A vast pair of doors opens into a small chamber filled with lithoglyphs of eyes.
Room 2 - Two vast basins of oil long expunged fill up the room as well as a pile of rotted scrolls.
Room 3 - Covered in grime a elongated vase carved from bronze can be seen in the corner (10 silver) + 3 shambling statues of clay animated by mushroom like tumors [Stats as zombies] + Secret Stairs to Room 3 Level 2 activated by pulling a lever on the wall.
Room 4 - A vast frieze of a giant skeleton with a expanding ribcage and eyes of flame can be barely seen above the various fungal mounds in the room.
Room 5 - What may have been once a cloister is filled with the remains of candles and rotted scrolls.
Room 6 - 2 vast eyes on the south wall + 4 shambling statues of clay animated by mushroom like tumors [Stats as zombies] + Stairs Down to Room 1 Level 2 + Secret door to Room 9 activated by pressing on both pupils simultaneously.
Room 7 - A two headed serpent spilling spores from the numerous gaps in it's body [Stats as snake but with two attacks per round] + water slowly dripping from the ceiling.
Room 8 - The walls are covered in thin mushrooms 
Room 9 - An entirely barren room, clean unlike the other rooms.
Room 10 - A pristine room still illuminated by candles, a mural of a massive toadstool with eyes instead of spots it's center piece.

Level 2
Room 1 - The air here reeks of mildew and as you enter you find the air is humid + Stairs Up to Room 6 Level 1.
Room 2 - A vast candelabra of silver, 2 feet high and 1 foto wide, a miniature silver tree  (70 silver) + spores filling the air
Room 3 - Fungal mounds descending down from the ceiling each dripping spores + Secret Stairs to Room 3 Level 1
Room 4 - A lengthy and ornate silver spear (40 silver) + 8 shambling statues of clay animated by mushroom like tumors [Stats as zombies] + Sigils of eyes at each corner of the room, looming almost watching.
Room 5 - Massive Toadstools half the size of a man make travel through this room slow + Stairs Down to Room 1 Level 3
Room 6 - A broken ceiling and a massive mass of mushrooms emanating from a large corner.

Level 3
Room 1 -  Argus Morel [Stats Below] + bronze diadem with a thick ruby embedded within the Morel (75 silver) + Stairs up to Room 1 Level 2
Room 2 - What may one have been the site of a large tree is filled with rotting wood and the stench of rot
Room 3 - A massive skeletal arm fills up the room. Each digit twice the size of a man's forearm. It reeks of acid.
Room 4 - 40 feet of ruined shackles made of Orichalchum (120 silver) alongside a massive man-sized hole 50 feet deep into the earth

Argus Morel

Description: A vast toadstool the size of a large tree looms before you on a litany of chitinous psuedopods. Where each spot would be on a regular toadstool, this being instead has vast luminiferous eyes. It reeks of ozone and glows in the darkness.

HD: 3
Def: 4
Dam: 1d8 ranged
Move: 1
Save: 14
Morale: 16

Focus Eye: Every 1d4-1 rounds a Argus Morel may open up another one of it's sigil eyes. In doing so it may either dispel an ongoing magical effect or force a target within 10 feet to save or become paralyzed for 1d4-1 rounds.

Feed on Necrosis: If there are any corpses brought within 20 feet of a Argus Morel it heals 1d6 HP and the corpse disentigrates

Author's Notes: This is just a quick guide for making dungeons in more or less 15 minutes. If something doesn't make sense or you want to change something, go ahead.