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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! 🥂