In the classic planetary romance tradition of C.L. Moore and Leigh Brackett, the Solar System is littered with the bones of forgotten civilizations. These ancient burial sites, sealed vaults, and subterranean ruins hold immense power, cosmic terror, and unimaginable wealth for bold rogues and spacers.
Below is a d100 Random Graves, Tombs, & Dungeon Generator Table tailored for old-school pulp science-fantasy campaigns. This blog post picks right up from
Adapting North West of Earth By C.L. Moore - Orbital Decay (MicroRed version) From The Red Room & The New Flesh Rpg - a detailed room-by-room map layout and hazard guide for a derelict orbital station hosting a Shambleau infestation.
01–25: Martian Sepulchres & Dryland Vaults
| d100 | Site / Dungeon Feature | Treasure / Hazard / Feature |
| 01–02 | Catacombs of the Ram-Kings: A subterranean labyrinth beneath a dry canal bed. | Hazard: Non-Euclidean corridors that loop unless walked backward. Reward: Preserved brain-cylinder of an ancient ruler. |
| 03–04 | Crypt of the Sunken Sea: A basalt tomb once located deep underwater, now exposed in the red dust. | Hazard: Ghostly water-spirits that inflict psychic drowning. Reward: Urn of powdered Martian fire-pearls. |
| 05–06 | The Obsidian Necropolis of Jekkara: A sprawling underground city reserved entirely for the dead. | Hazard: Silt-mummies wrapped in poisoned silk. Reward: Dueling foils forged from meteoritic iron. |
| 07–08 | Mausoleum of the Crimson Veil: A sealed sandstone temple surrounded by petrified gardens. | Hazard: Spores that cause vivid, maddening hallucinations of Mars's green past. Reward: An ancient map to a hidden canal reservoir. |
| 09–10 | Tomb of the First Reaver: A stark, monolithic tower built from the bones of massive desert beasts. | Hazard: Mechanical trap firing glass-tipped needle darts. Reward: A heavy bone war-horn that terrifies riding beasts. |
| 11–12 | Vault of the Sleeping Sorcerer: A stasis chamber hidden deep within a canyon wall. | Hazard: A psionic security pylon that burns minds. Reward: A silver ring that grants short-range telepathy. |
| 13–14 | The Dead Moons Shrine: A subterranean temple dedicated to Phobos and Deimos. | Hazard: Gravity fluctuation traps (0-G to 3G instantly). Reward: Basalt tablets detailing forbidden orbital rites. |
| 15–16 | Catacombs of Valkis: Low-alley catacombs beneath the vice-capital of Mars. | Hazard: Cultists of Phorag looking for live sacrifices. Reward: Smuggled crates of rare canal-wine and opium. |
| 17–18 | The Glass Barrow: A tomb constructed entirely from fused, transparent volcanic glass. | Hazard: Blinding glare that reflects and amplifies energy weapons. Reward: A singing-glass chime that paralyzes listeners. |
| 19–20 | Sepulchre of the Forgotten Dynasty: A half-buried palace guarded by headless statues. | Hazard: Stone constructs activated by the sound of human speech. Reward: A golden crown set with star-sapphires. |
| 21–22 | Pit of the Dust-God: An open pit leading to a sunken shrine beneath shifting dunes. | Hazard: Quick-sand silt traps that suffocates explorers. Reward: A lead vial containing powdered cosmic dust. |
| 23–24 | Vault of the Scribe-Priests: A series of archives carved into a cliff face. | Hazard: Sentient shadow-entities that feed on memories. Reward: Pre-human terraforming schematics. |
| 25 | The Charnel Spire of Shandakor: A tall, ruined needle-tower filled with ancient sarcophagi. | Hazard: Vampiric shade that possesses the strongest warrior. Reward: A telepathic stasis crown. |
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.