CRYPTS OF DOLMENWOOD: Using The Timeline to Determine Motifs of Tombs, Dungeons, And Undead



I am currently trying to key Dyson's Winter Tombs as a Dolmenwood-by-the-numbers dungeon. As I was pondering the question of dungeon history, I realized Dolmenwood has a pretty laid out timeline of the past. And it hit me that I can use that timeline to better place dungeons in the history of Dolemenwood, which could also help determine prominent motifs.

TABLE OF BURIAL SITE/CRYPT/DUNGEON MOTIFS in DOLMENWOOD

Roll 1d12 and add the dungeon level or number of hexes from a human town/keep/castle. 

Alternatively, pick a date, and each dungeon-level deeper represents a 100-year change, but motifs only change when you hit a noteworthy period.

NB: Last thing, in order for a burial site to survive 100s or even 1000s of years, it must be well constructed. So, when I list burial sites below its implied "of surviving/identifiable sites."

  1. 100y Fall of Abbey, decline of Church
    • Church burial sites add this fall motif but smaller to demphsize
    • Human & Breggle burial sites increase heraldic symbols of House
  2. 350y Staint Clewyd dies slaying the Atacorn
    • Church burial sites add fall motif as predominant
    • Nag-Lord allies will have the Nag-Lord as a motif if allied with the cult
  3. 400y Nag-Lord arrival; as #4 with Triple Compact burial sites
    • Triple Compact motifs are more downplayed
    • Nag-Lord motifs are small and emerging if burial site is part of the cult
  4. 600-850y Triple Compact Banishes Cold Prince; human and breggle burial sites predominate
    • Drune, Church, and Crown motifs play up the Triple Compact
    • Breggle are a mix of house and Triple Compact
  5. 900y Cold Prince's Wrath, unnatural winter befalls Domenwood for 150 years; burial sites have 
    • All burial sites winter/snow/death motifs, also war/battle motifs between human and fay
  6. 1,000-1,100y Brackwold settles and builds out; breggles and humans co-rule ; deep in the forest, 
    • Burial sites are human & breggle; sometimes feature alliance motifs
    • Drune burial sites can be found remotely
  7. 1,200y Arrival of Brackenwolders as a second wave of human population 
    • Human burial sites motifs will feature different symbology than the previous woodcutter/Green Man motifs
    • New human motifs will also feature the Pluritine Church; 
    • Drune sites become obscure
  8. 1,500y Drune-Breggel war; Longhorn nobility begins as descendants of Hraigl
    • Drune depicts Hraigl's work as betrayal
    • Breggel motifs show Hraigl as a savior and mother figure to all breggels
  9. 1,700y Drune powerful and Breggles serve them, so burial places are drune with breggles in secondary positions
    • Drune burials feature motifs of power/domination with breggles in servitude
    • Breggle burials feature desires for salvation OR acts of Drune service
    • Human burials are "woodsman" motifs and might depicts the Drune/Breggles as hostile
  10. 1,800y Non-Drune human wood cutters who venerate the wood god arrive; burial sites are human but feature wood god/green man-type motifs
    • Human burial are "woodsman" motifs and feature forgest gods/Green Man motifs
  11. 1,900y Drune begin activity, and so have a burial presence 
    • As #12, but burial sites will now contain Drune
  12. 2000-2,500y Burial places mostly breggle, but rarely human- cold prince iconography might be featured prominently or at least snow/winter motifs
    • Burial places mostly breggle with few human
    • Cold Prince is a predominant, almost god-like figure at all burial sites
    • Snow & winter motifs also predominate
EXAMPLE CRYPT

In the dungeon I am keying right now, one sarcophagus is described as follows:
The Forgotten King (room empty): A finely carved granite stone work table of an age past forms the head of this hall; all four sarcophagus feature a relief of their occupant; the stone table in front features a crown, serpent, and sword with life-like fidelity

This is fine, but it doesn't really ground this burial site into anything connected to Dolmenwood. King of what? When? Is there any motifs linked to anything? What do the crown, serpent, and sword (I like the ring of that triplet) represent in history?

I dunno! So let's use the table above- [grabs 1d12, rolls]- a 5!

5. 900y Cold Prince's Wrath, unnatural winter befalls Domenwood for 150 years; burial sites have winter/snow/death motifs also war/battle motifs

Okay, so now this tomb, which is a part of the larger complex, was built in the years of the Cold Prince's Wrath. We can add some detail to the tomb now:

The Forgotten King of the Long Winter (room empty): A finely carved granite stone work table sits at the head of the room and inlaid with pale mother-of-pearl snowflakes; all four sarcophagi feature a relief of their occupant- all extremities, lips, and noses painted black as if frostbitten; the stone table in front features a crown covered in icecicles, a sword fashions like cold-iron, and a serpent with a snowflake pattern.

Great, so now there is a little bit more character to this empty room (1) its more than just "empty", but (2) it grounds it in some era. As a DM, I'd let the PC puzzle out if this king was for or against the Cold Prince. Maybe it could be an adventure hook carried forward.

Okay, let me wrap this up by presenting how this could inform undead (monsters) and traps, which are other stocking instances that could come up around crypts and burial sites. This is nothing astounding, but helpful in a pinch:

  • Undead: If this room did contain skeletons, zombies, or wights, we could use the table above to help decide the aesthetic and concerns of the dead. So for #5, I might say the king and his family were against the Cold Prince, but their undead hate all fay and attack them on sight while ignoring the humans. They might constantly question the intent of would-be intruders, perhaps even offering up cold-iron if the PCs can convince them they are against the Winter Wyrd.
  • Traps: Same trick as with monsters, we can theme the traps. Let's say the king was an alley with the Cold Prince; now the traps could be winter-themed. Howling winds that flow out fire. Ice that drops from the ceiling or grows as sudden crystals out of winter motifs. Maybe anyone human who touches snowflaked items suffers "Winter's Bite"- 1d4 damage and numbing pain.


In summary, I think this helps turn a couple of pages of history from mere "lore" into more influential and actionable traits.



I CAST LIGHT ON 2025: Reflections on the Year Behind & Ahead


OLD BUSINESS

How did I do on my 2025 goals? Well, let's see:

  • Post more "good enough" adventures 😃
  • Finish Serpent Psalms to complement Serpent Song Hymnal 😐
  • Run another "family & friends game" 😐
  • Run Daisy Chainsaw 😐
  • Learn to paint miniatures & play more wargames 😃

Hmmm... 2/5 is not very good but it's a hobby so who cares! Let me talk about what I did do.

Post More "Good Enough" Adventures & Appendix N Jam

The "Wine Dungeon": In 2024, I talked about running 10 sessions of  "Wine Dungeon", well I've been sitting on that thing for one more year. Mainly because I really like it and want to improve it. I shouldn't do this. While not perfect, the dungeon is good enough for a blog post and as I used to say in my academic days, "The impact factor of the hard drive is 0."


Tabaldak's Geas: However, I DID participate in the Appendix N Jam 2025 and got an entry out there that I was pretty happy with: Tabaldak's Geas, which is a 23-room dungeon, tersely keyed, a nice list of beasts, and includes a beholder and a Deck of Many Things. Check it out here!

Learn To Paint Miniatures & Play More Wargames

This year, I made significant headway in creating an environment to paint and wargame with more serious intent. Why this interest in wargaming above and beyond that which exists for anyone who plays a fantasy adventure game like Dungeons & Dragons

The "INQ28" movement has really given me a jolt of creative energy in a way that reminds me of the early OSR scene. This scene is composed of games like Mordheim and Necromunda, which place an emphasis on small skirmish-sized bands fighting it out over ruined landscapes. This aesthetics of ruin share a lot of similarity with the old-school scene. And it even has a Mork Borg varient called Forbidden Psalms 28. Check out on the preminer (free) 'zines of the scene 28 and a really cool creator in the space The Gardens of Hecate.

More specifically, I completed two goals here:


Honestly, the zenithal priming looks pretty rad on its own

Painted Villagers: For the Nightwick Abbey con games I ran this year, they set up was each player had two villagers they were trying to use to escape the abbey. I notice grey plastic wasn't helping the players differentiate, so I worked do get a bunch painted up. 

This had the knock-on effect of forcing me to set up a nice painting area with a paint stand, good chair, and a good light. This had been fantastic for allowing me to take advantage of a spare hour to really practice the techniques I have picked up from cons. 

I've worked on a paint scheme from Stay Frosty and got some really cool models for it. And I've worked on another paint scheme from Gardens of Hecate for specters.

Its really relaxing and I get a really grounding sense of accomplishment when I have finished a model. Far better than when I play video games online.

Church of the Immaculate Eraserhead Baby

Mordheim Terrain & Kitbashing: This was completed in the last ~2 weeks. So, if I'm gonna get into narrative wargaming I need some boards to battle over. Sure I could just throw some stuff on the table, but I thought I could put a little effort toward building my own stuff. So I found this great video on $7 terrain from Summon Lesser Maker

Its been awesome! I was able to easily put together something cool with literal cardboard, popsicle sticks, and hotglue in about 3 total hours, but also can see how I can cut time down now that I have a better idea how to do it.

How To Kill A Party In 30 Rooms Or Less

The surprise of this year was working on Designing Dungeons with the creator of His Majesty the Worm Josh McCrowell. It was nice to work on a project to help advance the scene in terms of help maintain dungeons at the center of fantasy adventure gaming bit via a d20 or "d78".

The project was kicked off by recognizing that while there were many different resources on being a game master, few of them really dung into what makes dungeons work. Furthermore, there were really 0 resources that were easy to access (free) that help people understand how to make a playable dungeon in just a few steps. A lot of this information is spread across many different blog posts. Easy to find if you know the scene, much harder if you are just starting out. Many kudos to Josh who was the engine behind this!

A related surprise was being asked to be on the Direct Sun podcast featuring Puzzle Dungeons! Also a really cool experience and wonderful to get an opportunity to rep the Dungeon Design course as well as hopefully provide a useful perspective to designing getting their own creation out into the world. Its a nice series to check out!

The Horrid Halls of Nightwick Abbey

Of course, I won't close a review of 2025 without reflecting on the fantastic experience that is Miranda's Nightwick Abbey. As a player, I have now delved this devil-besotted place 137 times. As a DM, I have run it for 43 sessions. Still one of the best megadungeons out there, and if this blog piques your interest in this hell-haunted place, then get thee to the Patreon!

NEW BUSINESS

So how do I frame 2026?

  • Finish keying Dyson's eastern third of Winter Tombs as a Dolmenwood-themed dungeon
    • Run it as a "Friday Night" Family & Friends D&D game
    • Post it here on the blog as an example of "playable but not perfect."
  • Complete a full 2 X 2 wargame board; that's four 1x1 boards
  • Paint a skirmish band (5 dudes + 1 "dog")
  • Play a game of Forbidden Psalms 28 mixed with Mordheim
  • Run a game of Daisy Chainsaw
  • Run a game of Stay Frosty
  • Post 52 times in 2026, which is at least 1/week
  • Get the "wine dungeon" published in some form
Cheers! 🥂

PUZZLE PIECES: What Makes A Puzzle Dungeon?

Link the picture


I had the good fortune of sitting down with DirectSun to discuss putting all the pieces together for a good puzzle dungeon.

We chat about Nightwick Abbey, goblins that sell noses, toes, & teeth, spiders with top hats, thematic alignment of dungeon elements, and how I think the puzzle should either be dungeon navigation or a single "thing."

This series has been really good with videos featuring the likes of Arnold K, Gus L, Nick LS Whelen, and my Designing Dungeons co-creator Josh McCrowell

2025 SECRET SANTICORN: Fourth Level Titles & How To Get Them

 


Merry Christmas and Happy Holidays! In my last post, I blogged about what I gave for the 2025 Secret Santicorn. On this day of gift-giving, I wanted to post what I received.

My ask was for: Specific level titles for 4th level, and the requirements to earn them. I think you'll agree my secret santicorn delivered!

Thank you again Anon!


NEVER MEET YOUR HEROES: Encountering Infamous Adventurers (2025 Secret Santicorn)


The Nightwatch by Rembrandt
An amazing work which is huge!

I participated in the “Purple OSR”’s 2025 Secret Santicorn and received the prompt “Never Meet Your Heroes: Encountering Infamous Adventurers”. I interpreted these NPCs through the lens of a home setting I’m rolling around in my head. I also tried to make the NPCs reference each other to give them a more grounded feel. I would stat each NPC as 4th level or 6th level, which is “hero” level by OD&D/Chainmail rules for fighters or magic-users, respectively, and a few of them are most likely best interpreted as 9th level.

Nicolas Bruno part of a tarot card series

Voulo the Unseated Or The Chevalier Who Rides The Unseen Horse

Once a marvelous fighter and regionally known as being unseated in the joust from a very young age, Voulo gained a modest sum for himself as a breeder of fine chargers and coursers. His fame rose to great heights such that he was invited to the 10-year Tourney held by Lord Acard, the Black Wolf himself. During the feast, Voulo received a reading from Ysabel the Seer at the table, via haruspicy, that said his 13th tilt would change the world. And true to the reading, Voulo unknowingly killed the young prince who had entered as a black knight. Not believing it an accident, the prince’s grandmother, a powerful warlock, cursed the knight that very day.

Now, Voulo is hated by all horses and is unseated from all he tries to ride save for the one he travels on to this day. But rumors say the stead he rides, draped in a black funeral shroud so it is unseen, moves via necromancy. Even darker whispers say that its a part of the prince’s soul that animates the animal, and it must be fed meat as one would a pard. This story is usually told when Voulo departs from an area, and the stable hand or innkeeper has gone missing.

Want: To make the soul of the prince leave the horse- no priest has succeeded, he slew the last one

Give: Can allow someone to sleep on the “horse” which will carry them to an entrance to the underworld, if they wake during this journey, they will be eaten

Mugwort Seer by Erica Peebus


Ysabel the Seer Or She Who Binds Fates To War

Once a savant with regards to haruspicy of the walking lionfish of the lower lakes, it is said Ysabel washed up on the shore of Lake Brilliant as the child of a naiad. Later, the financiers of Ib put her skills to use by allowing her to lead seven expeditions into the isolated vales of the Copper Kingdoms to the north to find ruins of the serpent empires. On her 8th expedition, Ysabel’s team descended into a shrine of Yg. At the inner chamber, she herself was the only one lithe enough to pass through a crack in the sealed door guarding the chamber. Once in the dark, she took a greatl pearl from the coiled alter of Yg, but reported the chamber was empty when she emerged. And also nursed a feverish bite mark on the back of her neck she told no one about.

Now, Vsabel’s visions have been as clear as ever, however, all of them link any individual seeking a fortune to the on-going Autum War which was touched off by the killing of a minor prince in a joust and a resulting cascade of unlikely involvements, suspicions, double-crosses, and marriages. All foretold by Ysabel before she went into hiding. Her foreign financiers stopped the expeditions but rumors say she’s still on retainer as an agent of chaos. Other stories say people DO seek her out in order to become involved in the war, figuring conflict brings fame and fortune. No one has tallied the success rate.

Want: To know what this “egg”, as she calls it, is and to find the shrine to Yg and to give the pearl back, but can hardly stand to not have it in her hands

Give: Can act as a middleman between contacts in Ib and PCs, will result in money, equipment, and an eventual reading should she be convinced.

Liona Autumn-Song Or She Who Sings To Murderers

Once a changeling of the Autumn Court with a voice that has enchanted 99 lovers over her preternaturally long life. With the unrest in the Summer Lands, monsters drew forth from the forgotten places to feast on the distracted population. Since many heroes have gone off to fight the war, Liona found a new stage as a pacifier of monsters. Her songs enchanted them to lay at her feet as would a lamb and eventually saunter off back into the woods. Her fame has quickly risen among the villages and towns along the rivers of the land. Even the clergy praise her non-violent ways as a shining example of virtue.

Now people ask, but never in the earshot of Liona or her many admirers, why the cattle, sheep, goats, and occasional shepherd that go missing where she stays? And why is Liona moved toward the mysterious war that has taken over the lands? She claims she will sing the kings to sleep, but she can’t be that arrogant. The source of this woe, hidden among the smiles, is three monsters that stalk Liona like jealous former lovers. They shadow her life as personifications of ill-fortune. Liona’s gift does not allow her to kill the monsters, and their oppressive presence has worn her down, so she has started working as a mercenary on the side, directing these vicious maws toward whatever she was hired to do all the while promising each of them in confidence she will be their beloved.

Want: To find a way to kill the monsters following her- three manticores named Demetrius, Chiron, and Alarbus

Give: For a price, she is happy to travel to a battle or fight and let the monsters do the work, she hopes someone will kill them– so far the beasts are too successful.

Breudrox the Wind Shepard Or They Who Have Forgotten Themselves

Once the Summer Lands were nothing but swamp, however, a clever wizard yoked the four winds and bridled two rivers to turn the land in between them into a fertile delta. This wizard was hailed for this terraforming feat, which made them the premier sorcerer of the kingdom. Breudrox went on to herd the sea inland, pull out the salt, and create the Lake Brilliant which gave rise to the bounty of walking lionfish the region is famous for as well as the sirens’ songs on the wind. As a final act, Breudrox emptied the riches of the earth unto the surface and tamed tongues of fire to melt them. And this brought forth mighty beasts of the underworld for great knights to test themselves against. Then, with these four great works done, Breudrox departed in a great whirlwind!

Now, Breudrox is known as “The Baffled” and appears often in sudden violent thunderstorms seeking effigies, paintings, and statues of himself. Chaos is seemingly sown, then the magus departs again, with or without sought items. Those who can hear the voices of the spirit world know what really happened. The four lordly winds resented their vassal status and sent 8 minor winds to gently blow away Breudrox’s memories of self. The magus now can’t control the four winds and are controlled by them instead, but they are still yoked nonetheless, and so is flung this way and that, driven mad by the howls of delight from the wind lords.

Place Breudrox the Baffled on the wilderness random encounter table as a “very rare” or as rare as a dragon- for instance, a “2” on a 2d6 roll. And there is a 1-in-12 chance Breudrox will appear when mentioned in conversation outdoors.

Want: Any information on the wizard Breudrox: images, statues, books, locations, rumors and prophecies. Any magic-user who starts with Geometry of Unsceen Potencies will be assumed to be a former apprentice of Breudrox’s and subject to interrogation- whether true or not.

Give: If convinced the PC have information, this Baffled will trade one-time use of magic of a 9th-level wizard for said information/wants. The spell must be employed locally, within the hour, and not require anything that is not immediately at hand. The Baffled won’t kill the king, for instance, as that’s just too much trouble/time. If PCs lie, the Baffled will remember and seek revenge next time they meet.

by Zigor Skruggi


Orry the Second-Sword of Fate Or The Left Hand of Winter

Every man, woman, and child around the Lake Brilliant knows the story of Orry or more accurately knows the story of Érard who fought the First Dragon of the Earth. Or the story of Érard who destroyed the scales of Molock. Or the story of Érard who slew the Greater Tarsque of the Valley. Orry, too, was there to in all instances to provide aid, but never quite delivered the killing blow, which was always by Érard’s hand. But Orry was never jealous in the stories, but always willing to play squire to Érard, and in some recountings was a squire. When Érard died, surprisingly, in the opening battle of the Strange War with No Beginning, it was Orry who bore him across the battlefield on a mysterious, shrouded horse. Later, Orry said that he wanted to deliver the great hero to the afterlife himself and bears a frostbitten left hand as a testament to pushing open one of the 13 gates of Death.

Now, Orry travels righting wrongs as the Second Hero of the land, a title he acknowledges with gritted teeth and a tight smile. And it's true he delivered Érard to the afterlife, but after he slew him with a misericorde made from the coldest ice, which blackened his hand, then melted away. Ever dawn it reappears in his clenched left hand, cold and accusatory. Never again will anyone stand in the way of Orry the Hero. What Orry does not understand is that his fate was born from a bet between the two fay courts for which child could first deliver a world-changing event. He’s made an unknown spirit very rich.

Want: To accomplish great deeds for greater renown and status, and so seeks quests of importance and note throughout the land. To understand why the gods have cursed his fate so.

Give: Orry knows where a great many things are buried or kept as they come to him in dreams. And with the aid of ever-present magical misericorde, Cain, he can deliver a killing blow to most things both flesh and spirit. The problem is he is often driven to a deep jealousy and hatred of allies at the same time. Often turning whatever new found object on former friends.


The Unicorn Renalaut the Splendid Or The Ruin of Innocence

Once a symbol of hope throughout the war-torn lands, this shining avatar of bravery and justice was noted for its ability to cut down the villainous and champion the downtrodden. Renalaut often chooses riders from among the youth of the troubled delta villages. Renalaut fills their hearts with courage and hardens them against the fear of death all to rally the common people to a cause! These various irregular bands of Renalaut are the subjects of many new ballads in the lands as all of them are noted for their remarkable achievements.

Now, what those who were there will say is that there are never survivors of Renalaut’s irregulars save for the unicorn Renalaut, lamenting the death of the latest rider-martyr. Even the famous singer Autum-Song can’t remember one song sung about Renalaut where the rider lived. It is rumored the unicorn’s latest “victim” was a young prince who posed as a black knight for a joust. Others say this is because Renalaut values the eager and wide-eyed over the skilled. And while the unicorn fills their head with grandeur and goals it neglects to mention the hounds of ruin track which stalk the unicorn– not metaphorically, this is the curse that was placed upon Renalaut.

Want: To be the vanguard for truth, justice, and glory! To help right great wrongs. To vanquish great evil! Bring peace to the common folk of the land! To find a rider of true purpose, clarity, and purity.

Give: All the powers of a talking unicorn, plus the public renown that legendary status can bring.


D20 HERALDIC SHIELDS: Easy Options for Your Campaign Kingdom


Depiction of 20 heraldic shields

I find it easier to be creative when I have a prompt or some starting point rather than a blank slate. Its a seed from which ideas spring. And once again public domain (not AI) provides!

Here are a (convenient) d20 heraldic shields which, while lacking historic accuracy, certainly contain easy icon imagery which can be the basis for your next kingdom or set of kingdoms. I like that we have a solid mix of mythic animals, astrological images, crosses, wheels, and tools. 

Given that some of these icons are very similar, it is easy to imagine a few are related houses or united through marriage. Or roll 2d20 and mix two icons together. If you get the same one, have them be inverted colors representing a past rivalry now united into one house or bloodline-- or a recent split!

If you own Dolmenwood like I do, perhaps these could also be additional minor nobility under each of the larger houses in the setting. Dolmenwood's heraldic images are only a little more complex so again these 20 would fit right in.

DEATH & INJURY, TOO: 0hp is not always the end



While you are planning to carve up the turkey 🦃, here's how to carve up 🔪 PCs.

Death & dismemberment tables are a bit of table "tech" I return to, because I think they are a nice middle ground between killing PCs off at 0 hp and allowing players to potentially save a good stat line (low levels) or a beloved character (high levels).

It also has the knock-on effect of forcing players to run 2+ characters, and gives additional reason for keeping a calendar. After all, how do you know your injured leg is healed in 6 weeks if you don't track time?

One thing I've never been happy about is that most tables I've looked at have a much larger sub-table to deal with injuries. I, for some reason, hate rolling on it and always desire a more immediate result. Also, if they lose a hand or whatnot after they leave the dungeon, its hard, but not impossible, to rationalise how they made it out without bleeding out.

It should always be noted, though, that these sorts of tables will decrease the lethality of the game despite their scary-sounding name.

I decided to mainly affect attributes and saves because they are "chunky" pieces of the game that players can see and that have far-reaching mechanical effects, which I think better mimics the loss of a hand or foot than actually putting "loses hand/foot" on the table.

Here, I also included one result that gives a Darkest Dungeon resolve moment. That is always one of my favourite moments in the game.

DEATH & INJURY

Roll 1d10 on the following table when a PC reaches 0 hp and add any negative hp and CON bonus. For attribute statuses, either (a) lose any bonus or (b) if no bonus, gain a -2.

9 | RESOLVE! Gain 1d4+1 hp and immediately counter-attack!

8 | SHAKEN! Standing with 1 hp, but auto-fail the next 3 saves

7 | VICIOUS BLOW! Go to 1 hp, but go last in initiative order the rest of this combat

6 | BRUSH WITH DEATH! Go to 1 hp, but reduce your max hp by 1d6+1 (no lower than 1)

5 | BONE FRACTURED! Unconscious for 1d6 turns; 1d8 weeks invalid, then roll 1d6 and you are: 1-2 Feebled (STR), 3-4 Off-balance (DEX), 5-6 Sapped (CON) for an additional 1d8 weeks

4 | SKULL FRACTURED! Unconscious for 1d6 turns; 1d8 weeks invalid, then roll 1d6 and you are: 1-2 Concussed (INT), 3-4 Forgetful (WIS), 5-6 Terrorised (CHA) for an additional 1d8 weeks

3 | MORTALLY WOUNDED! Dead in 1d12 rounds unless healing is applied; 2d8 weeks invalid, then increase all saves by +2

2 | FATALY WOUNDED! Dead in 1d6 rounds unless healing is applied; 3d6 weeks invalid, then increase death save by +4

1 | YOU DIED.

0 | GHASTLY DEATH. Oh wow. Geez... So much blood... (All hirelings make a loyalty check)