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The Royal Dunes

 


I was reading Sachagoats Re-inventing the Wilderness and it inspired me to work on a region I have been mulling over for a while now. So here is The Castle Shell (Hex 003.003) and some other nearby points of interest.

003.003: The Castle Shell:

Region: The Royal Dunes: 

Road: South: The Salt Road: 

Busy, and well patrolled, a meeting place and event space.

  • Connects To: The South Road Plaza (003.003) then the Swayfields (003.004), then to Flotsam (003.004). 


Road South East: The Gloried March: 

Platoons of soldiers, wagons of weapons and supplies. Bullyqueen raids are frequent. Normally content with arms and armor, the most recent reports say they have been stealing shadows.

  • Connects To: The Watchtower (003.003), then The Seafort (004.004).

  • Encounters: 3in6 Chance: A roll of 2 indicates a Bullyqueen Raid, a roll of 3 indicates a Mermando Raid


Road: North: The Green Path: 

Road through The Stagwood. Generally safe, but there are many tales of strange happenings at the threshold of these haunted woods. 

  • Connects To: The Green Path Camp (003.003) then The Inn of Lanterns (003.002) 


Path: North West: The Shrineway: 

Smells of flowers, scented oils, and mournful parties. Roadside shrines and Mourn Merchants

  • Connects To: The Cliffside Graveyard, then The High Moore (002.003; Procedure: Climbing)

  • The Cliffs: 800’ high and Worn smooth by barrages of powerful wind and sand, only the best climbers can reach the summit and only on their best days. Ropes and pitons make it doable for normies everpresent wind means these aids don’t stay in cliff long.

  • Procedure: Climbing: Requires a full day of climbing. Precarious and difficult climb, requires an expert to traverse, and leave a trail of climbing aids. The expert must succeed at their climbing check for anyone else to have a chance at successfully climbing. 

    • Planning Time: For each day spent studying the cliff, the odds of a successful climb increase by 1in6 to a maximum of 5in6 chance for each climber. The cliffs here are ever changing and must be studied anew each time to gain this benefit. 

    • Hazard: High Winds: There is a 1in6 chance of a wind storm while attempting the climb, requiring a second climbing roll for all involved.  


Path: South West: Dragon Cliff: 

The bones of an enormous serpentine creature are fossilized in the side of the cliff visible for the last stretch of the journey. A museum 

  • Connects To: Dragon Cliff Museum, then The High Moore (002.004; Procedure: Climbing) 

  • The Cliffs: 800’ high and Worn smooth by barrages of powerful wind and sand, only the best climbers can reach the summit and only on their best days. Ropes and pitons make it doable for normies everpresent wind means these aids don’t stay in cliff long.

  • The Dragon Bones: Hollow, enormous, a little more exposed every day.

  • Procedure: Climbing: Requires a full day of climbing. Precarious and difficult climb, requires an expert to traverse, and leave a trail of climbing aids. The expert must succeed at their climbing check for anyone else to have a chance at successfully climbing. 

    • Planning Time: For each day spent studying the cliff, the odds of a successful climb increase by 1in6 to a maximum of 5in6 chance for each climber. The cliffs here are ever changing and must be studied anew each time to gain this benefit. 

    • Hazard: High Winds: There is a 1in6 chance of a wind storm while attempting the climb, requiring a second climbing roll for all involved.  


  1. Landmark: The Castle Shell: 

Always perched precariously on the lip of the highest dune. A 900’ tall, spiraling, conical shell stands, Seagulls flock to its upper reaches in the thousands. Hundreds of balconies, thousands of windows, covered in telescopes. 

  • The Castle Shell Moves: Carried atop the sand dune wave. The Castle Shell Stops near a neighboring hex each morning at dusk, and begins moving to the next point at dawn. Its position marks the day of the week. The castle makes 100 full laps each year. Everyone in the Duchy of the Shore will give ages 4X higher than one would expect. 

    • When leaving to an adjacent Hex: Does not take a move watch

    • When Leaving to a hex opposite the castle: Requires an extra move watch.

    • When Leaving from the center of the Hex: Takes normal time

    • Castle Position: 1: The Green Path; 2: The Mourning Cliffs; 3: Dragon Cliff; 4: The Salt Road; 5: The Sea Fort; 6: The River Yond; 7: The Center of the hex; 

  • The Castle is Impossible to Map: The interior rotates, and shifts its pearlescent walls. The Duchess can get anywhere, the path is always different for outsiders without an escort.

    • Exploring the Castle: The castle is never the same configuration twice, though the contents of each room persist.

D6

What Do You Find?

Who Do You Find?

1

The Throne Room: Reaction Roll: 6 or less: They’re interrupting! Seize them!

Kemberland Roal: A Spy From the Duchy of Gaub:Sketchy and strange. Hides his strangeness in your peripheral vision, obviously strange when looked upon directly. His head is one big eye and he drapes himself in crimson robes.. He will attempt to recruit the party with promises of gold and magic and try to escape through a window if they decline.

Has: a levitate scroll, a large magnifying glass, and a silver ear.

2

The Baths: Grottos of warm water fed by suggestive fountains, smells of rose water and honey: At night:1in6 The Duchess and The Tide are here being intimate. It would be bad if they saw you.

Bealatrine Mond: A muckraker here for a scoop. Asks incisive and very personal questions. Always going on about the truth and systemic oppression. Won’t pay their sources, but their father is a rare books collector and they could get someone into his library for an hour.

Has: A long, trailing scroll, a huge ostrich plume quill, and a pair of expensive running slippers 

3

The Treasure Vault: It’s open, and empty save for a single ruby glove. Encounters rolled here are guards making their rounds. The glove fits the hand of your true love. 

Lenny Oloa: A Tollkeeper, Recently escaped the dungeon and needs your help. Has nothing to give you now, but promises to reward you handsomely if you can get him to The Inn of Lanterns.

Has: The clothes on his back, an iron file, a wooden false nose home to a Silver Tongue Worm who is still upset about something Lenny said to it last week. 

4

A Balcony With a Telescope: Learn about a secret location in an adjacent hex, but not how to get there.

Helga Noonhide: An astronomer, panicked. The sky is falling! She paces and chews her nails. She needs a better telescope. The Magus could have the glass she needs, but she cannot go. Take this ivory meteor to trade for the glass. Keep the change.

Has: Disorganized star charts, a Switchwood smoking pipe always lit, dark ringed and bloodshot eyes  

5

The Closet Spire: Clothes from every time period and fashion, a surprisingly large range of sizes. Spruce up your look and gain +1 reaction until you roll doubles or until next season, whichever comes first.

Brother Ilha: A Carp Priest of the Tower of the Dog Warrior. A guest here as part of a cultural exchange project and is a little overwhelmed. Broke an expensive vase and needs help fixing or hiding it quickly. Can pay handsomely or put in a good word with his sect at the tower.


Has: A silver writing slab, a belly full of gold coins, a stress headache

6

The Banquet Hall: set with fine food and silverware, half a levels worth, but bulky and loud when dropped.

The Duchess: hurried, and reading a lengthy report. Not looking where she is going. Followed by an entourage of advisors, counselors and generals. Only half listening, 3in6 chance she approves any request made, her entourage can see that proper arrangements are made for any project.


Has: An electrum sceptre shaped like a fish, am up to the minute report of the region, 10 things she needs to get done in the next hour


  • An Audience With the Duchess: Requires a day's effort and 250gp in fees and bribes. Reaction roll of 8+ to keep half.

    • The Duchess Wants +1 reaction roll if you can provide it: 

      • 1:Poetry; 2:Interesting Food; 3:Cool Swords; 4:New Information; 5:A Distraction; 6: Peace and Quiet (-1 Reaction)

    • The Duchess Needs: +2 reaction roll if you can provide it:

      • 1:Location scout; 2:A rumor verified; 3:Help! Quick! 4:An honest opinion; 5:A distraction;                   6: A break: Roll again: The staff thinks it’s what will cheer her up. Present it to The Duchess and Roll Reaction: on an 8+, gain +3 to reaction, -2 otherwise.

  • The Castle is Followed by a Market: They are considered the same place from Sunrise to 9am. 

  • The Castle is Chased by the Worm: Always and forever. The castle keeps a day's lead.

  • Meagre Accommodations: 3 stories of communal bunkhouses, dug into the calcite, threaded together with hanging planks. The accommodations span the perimeter of the shell.

    • A Bed: Can be rented for a silver a night 

    • Food: sold separately by wandering vendors

    • Retainers: Plentiful. Chances of finding retainers is doubled. Number found increased by 2 per die     

  1. Landmark: The Running Market: 

A nomadic mall of merchants from near and far. You can find anything here, but you’ll have to do it on the move. The wealthy hire chairman, platormers or sedans. Entertainers and wandering vendors advertise deals, and special offers. 

  • It’s Your Lucky Day!: A vendor approaches you with the deal of a lifetime, you’d be a fool not to take it:


D6

Offers Made

1

Jugs for half price, will paint a jug for 5 gold,Yes they can paint a photorealistic portrait of you, but that'll cost extra. Their cousin does tattoos, and they can get you a sweet deal

2

BOGO sale on shoes, buy one shoe and get the other free. Thinks they’re clever, easily out maneuvered

3

Kidnapping Insurance: Protect yours finances. Tell the Toll Keepers Avras will pay the ransom. family plans available today only!  get 5000gp of coverage for 210gp a year* 


*family plan covers up to 5 individuals of close relation who are grateful for everything you have done for them

4

Clearance prices on mirrors cause they’re tired of lookin’ at themselves. Going back to Katerwillow when they sell out to live with their parents, maybe the druids will take them this time.

5

Discount scrolls here! Get your discount scrolls here! Luck spells! Hair Growth Spells! Erectile Dysfunction and Immaculate Conception! Fresh from Gaub and priced to sell! Water damaged scrolls 25% off till the next stop

6

A magic item for 999gp 99sp. They scold you for waving it around in the open. Wants this to be quick. A bad negotiator. Guards will be here soon.


  • The Market Stops at Noon: 3 hours. A time for rest, food and games under the deep shade of massive tents.

  • The Market Travels With The Castle: They are considered one place from Sunrise to 9am.  

  • The Market Stops at Moonrise: for 9 hours to rest. Tents of varying quality and amenities are very available. Rides to the Great Worm Complex cost 200gp and take half a day. 

  1. Landmark: The Great Worm Storm: 

A creature of immeasurable power churns slowly through the sand dunes, kicking up a storm racked wall of wind and sand.The Great Storm is fatal without proper protective equipment. 

  • The Great Worm Chases The Castle Shell: Always a day behind, always moving forward.

  • The Great Worm Has Been Colonized: The Great Worm Complex: Interconnected structures behind the Great Worms head plates sink subcutaneous tunnels leading to biomatter mines. 

  • The Great Storm is Dangerous and Lucrative: Fortunes hide in moons floating in chaos. Strange beings haunt these ravaged grounds, their inconsistencies warping space and time around them. 

    • To Enter The Great Storm Safely: Blessed roper tied around the waist and anchored outside the storm. Those who scavenge the storm are called Tethernauts.

D6

What Do You Find?

Who Do You Find?
Names given by Tethernauts, no one knows what they call themselves

1

A Storm of Gold Filled Boulders: blowing and crashing in the wind, a king's ransom contained within. Fine gold dust mixes with the blowing sand.

Mr. Nice Guy: Gray clay in a humanoid shape with whip-like limbs. Mr. Nice Guy shows up before something good happens. Roll everything twice and take the best result until Mr. Nice Guy gets bored. All attempts at Communication has proven evasive so far, there is a fortune to be made by whoever succeeds.

2

Elemental Pools: Pool of rapidly changing elements. Grab a handful of gold if you're quick, turn your arm to lead if you're not.

The Tower Head: Speaks all languages, a head 100’ wide and infinitely tall. Will offer a reward to any who can navigate the shifting halls beyond its mouth. The head is fascinated by human hair, and will give preferential treatment to whoever's hair is best.

3

Embarrassing Moments Relived: Your negative feelings manifest as demonic versions of the people involved. Work through your problems to escape, or something else.

The Rat Carpet: Run, now, run! The Rat carpet is skittering, alien hunger, like a net made from hairy veins, its digestive system operates over centuries, families have lived and died in The Guts. and many heroes have found their end within.

4

Tesseract Field: 5d galleries of art that appear as cyclical streaks of colored light, stare too long and be lost, stare just long enough and learn something incredible.

Hellslime: Crackling death, hell slime is lethal in every way, The Magus offers a thousand gold to anyone that can bottle it. 

5

An Abandoned Barn: the shadows here don’t sit right, sleep here is possible but difficult. Hidden within the hay bale are three jars of peaches that are still good. At the bottom of the well out back are bones and an old trunk.

Knocking Daisy: A plasmic rod the size of a bus, and covered in low swinging pendulum. The pendulums are soft, and cushion the impact, making it safe to hit them at any speed. The ganglia that cover the cushions paralyze and digest what they grab.

6

The Null Star: Make an anti-wish, Save vs Cosmic Derealization localized entirely within the space you currently stand in

Leviathan: Big enough to cause panic. A moon of a creature, a biome in its own right. A recent colonization attempt has gone dark, and the Duchess is offering a medal of courage to any who can bring proof of their fate.

  • You Won’t Leave the Storm Standing Still: From the inside, the storm does not appear to move. To exit, one must follow their rope to its anchor. If the rope is severed, roll on the following table:

D6

Lost in the Storm

1

The Storm ravages a safe haven, name a place important to you, it is destroyed. Emerge 1d4 months later

2

The Storm takes something from you. Cross out a part of your character sheet, you may never use it again. Emerge 2 weeks later.

3

The Storm ravages a relationship  have, name an ally, they are now your enemy, emerge 1d6 days later

4

The Storm takes its due, name the item you care for the most, it is lost to the storm; emerge 2d4 watches later

5

Close call. Lose half your hitpoints and emerge from the storm in 1d6 watches

6

Lucky Break! Find the way out after 1 hour of searching


  1. Utility: South Road Plaza: 

Lots of roadside shopping and dining opportunities over a 3 mile strip of road.

  • Shops and Meeting Places: Lacks the selection available at the wandering market, mostly gift shops, restaurants and tea houses. The plaza has many shaded places off the main trail for meetings and picnics.  

  • Rumor Mill: Gossip spreads here like wildfire. Every rumor gained here comes with two additional rumors.

  1. Landmark: The Watchtower: 

A stone signal tower, 30’ tall splits the distance between The Royal Dunes and the Seafort. The tower is surrounded by a wooden palisade and there are always a dozen guards posted here. 

  • Bullyqueen Raids: Most frequent around noon, the Bully Raiders are looking to steal weapons, armor and shadows.  

  • Competitive Sand Wrestling: A tournament is held at the base of the watchtower every two weeks. The champion is named Herc Hurlson, beat him and win the gold championship belt and a 250gp prize.

    • Herc Hurlson: Herc cheats. He uses a potion of speed that gets from his boyfriend, Durn Malleta. Durn is an alchemist in the wandering market and feels bad about helping Herc cheat.  

  1. Utility: Green Path Camp: 

Sits next to the road at the southern border of the Stagwood. A watering hole, and place to rest. Soldiers stationed there always leave with ghost stories.

  • Ghost Stories: Ask anyone who has been here a while, they have all seen a ghost and they would be happy to tell you about it.

D6

The Teller Saw

1

An elderly woman carrying a basket of mushroom, she told them the day they would die. Sometime next year.

2

An old soldier,  who layed a hand on their shoulder. The next day, they were struck there by an arrow.

3

A hunting dog, who led them to old remains. The remains stirred and the Teller fled.

4

A singer, who began to sing before the teller woke up miles from where they were.

5

A tumbler, who attempted to lead them off the trail. The teller didn’t go, but they heard faint circus music from that direction

6

A giant, whos head was obscured by the canopy, and whose footsteps shook the ground.


  • The Missing Recruit: A young guard named Gustav Kilroy went missing three days ago. Gustav was kidnapped by the Nine Tusked Bandit when he was relieving himself in a nearby bush. A ransom demanding 250gp for his safe return will be shot into the camp in 3 days. 

  1. Scene: The Cliffside Graveyard: 

Sand pillars covered in painted shells stand as gravemarkers and coffins. Each has dozens of shelves holding flowers, candles and bowls of scented oils.

  • Mausoleum of Sages: A domed stone building, the interior walls are covered in alcoves. The ashes of sages are kept here. Their ghosts walk the grounds on nights of the new moon.

    • Conversing with the Sages: Each has a specialty and will aid petitioners who bring an offering to their grave.

    • Festival of the Sages: Takes place during the 3rd new moon of the year, hosted by The Inn of Lanterns.  

  • The Ghost of Lady Janpur: New to the graveyard, an angry spirit who has attacked several visitors. She was murdered by her squire, who pushed her from the cliffs above, and made off with her enchanted sword to The Midnight Inn in the Southern Stagwood. Bring him to justice and bury her with her sword to put her to rest for good. 

  1. Utility: Dragon Cliff Museum: 

Situated at the base of Dragon Cliff. Espouses all manner of theories about the nature and the origin of the creature. The museum's curator is a skilled natural philosopher.

  • Gillian Gregory, Natural Philosopher: Well read, and likes to chit chat. Gillian Gregory knows a little about a lot, especially the flora and fauna, natural and supernatural, of the Duchy of the Shore.

    • Questions?: There is a 3in6 chance that Gillian has some useful insight on the topic, the chances increases to 5in6 if its abouts something living in the area. If Gillian has no useful information, she will instead offer a reward for information brought to her about it.

  • Interesting Exhibits: The exhibits always change, roll an encounter for each region, for each there is an exhibit detailing the creature and its role in the broader ecosystem. 

  

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