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Identification codes of maps and related areas in the #MarmorealTomb and expansions. This is a systematic notation throughout the work, even within the same map/area.

For instance, the description of the Goblin Woods around the Hex of the Viper Head Pass indicates "This two-mile wide strip of forested land stretches around the southern side of the Viper Head Pass, from the banks of the Weeping Creek (Area H-10) west of the hex all the way around to the Slithering Brook on its eastern side (Area H-18)."

H meaning this is area 10 or 18 on the Hex map of the Pass.

N/A means those maps don't have area numbers attached to them, and therefore no codes either. The Outdoor Map with O(x) is special in the sense this is a generic outdoors map used to replicate different shades of the eurth, or some pocket planes and so on. So a code for it would be followed by which specific version of its use we are talking about. If we are talking about settlement #5 of the Red Shade of Iyon in the module, this is noted (Area OR-S5), and the like.

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First picture is a low resolution preview of the Viscountcy of Poy and Lower Midlands map which presents regional area around the #MarmorealTomb we are working on with Ernest Gygax.

Notice, north of the Golden Hills east of the Wild, by the river Maeve, the “Frontier Keep” where, by the gazetteer included with the Wilderness Expansion to the Tomb, lives the Lord Castellan Danfern de l’Uisge, of the ancient House de l’Uisge charged with the protection of the West March of Merydion, also known as the border lands of Poy, a transition into the wilderness of the Midlands up north and down the river.

Note the scale is at six-miles an Hex, and the general geography around the Hex of the Frontier Keep. I will let you draw your own conclusions.

Second picture: the arms of the House de l’Uisge.
2 Photos - View album

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Each chapter describing a level or area of the #MarmorealTomb is introduced by a short in-world paragraph of correspondence between Eriop of the Flame and the Colourless Mage of Perrengaard.

The idea here is that the two magic-users are studying the area for their own purposes. One of the multiple adventure hooks provided by the module includes being hired as agents or scouts of these two characters, but this isn't the default assumption. (The default assumption is that the player characters get hold of a map showing the location of the Tomb on a map handout, which then provide other possible hooks getting into more specifics from this default option).

The text then goes into the background of the area, DM Notes, keys, campaign development and adaptations.

Anyway. Here are a few of these chapter introductions to wet your appetite and provide some "in world" previews of the module.

Art: Queen of the Stone Giants, by Mark Allen, for the Marmoreal Tomb, GP Adventures, all rights reserved.


“The Viper Head Pass. The name itself, probably inherited from half-remembered spells and sorceries that shaped our psyche just as much as they did the geography of this eurth, is an invitation to extreme caution, if not absolute avoidance. Make no mistake. It is a curse upon the race of Men that made this dangerous area such a strategic position in the conflicts that tore this world apart for aeons. The neighbouring peaks are home to all manners of humanoids and giants, but there is in those hills an ancient evil that does not sleep, and bid its time through centuries of corruption. Who would be foolish enough to trespass and wake the doom better left slumbering through the ages of the world? Grave-robbers and would-be heroes, of course. We are shaped not by our intentions, but by our deeds, my friend. Let the fates decide the rest.”


“The Marmoreal Tomb suggests a cold, dignified mausoleum where the dead lie undisturbed, worthy of all manners of honours and remembrance. If the Doom That Befell the Children of Belenor was half as vicious and evil as the stories imply, then this is an accurate yet partial description. Any treasure hunter should tread lightly within these dwarven halls, for they no doubt attracted all manners of new inhabitants since then. We both know the ruins and caverns of this world do not stay empty forever, and whether the explorer would face animals seeking refuge from the elements, colonies of vermin or worse, organized, intelligent enemies seeking to create a lair there, they should be well prepared, and ready to fight for survival. Going in and expecting an easy time, considering the many dangers surrounding the Tomb itself, would be utter folly.”


“The Archives of the Sages' Guild in Villenor include very few references to the Lithic Kingdom of Aktum. The stories that circulated among pre-humans have been gradually embellished and 'mythified' to an unrecognizable degree. But along with the demi-human records we could consult elsewhere, we could gather it must have been initiated millennia ago, after some extremely significant event that took place somewhere close to or within the Viper Head Pass. This would explain much, and brings up the Marmoreal Mound again. Perhaps there are still traces deep within the mound of Ur Pa Kraat and his fabled Pyramidion? Or Amun Paal and the giant snakes he wrestled into servitude in ancient myth! We could even discover the remains of Garn Patuul, and find out the truth about the Ruling Hammer of the Giants, the same mentioned by the Doom That Befell the Children of Belenor, once and for all. There could be at least partial truth to the dwarven stories. We need to investigate further.” Was

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Okay this is nailed AFAIC. #MarmorealTomb logo.

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This will be the sigil and logo of the Hobby Shop Dungeon proper, Caer Caeladon, Nester’s Folly. That will come later.

The writing for the #MarmorealTomb is doing great, I had Ernest Gary Gygax Jr. on call yesterday but ended up staying on course with the keys we’ve already gone over for the main module, we’ve had a return on the money taken from us by the IRS so financially great news too, and I’ll be doing an art order for Mark Allen for some of the illos we need next on the expansions.

Tomb Current Status: pumped! Forward!

On Eurth, Iyon is the moon, Iyarth its shadow, and Iyuggoth the purveyor of doom, the eldritch moon seen in great times of change.

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If Duinnsmere Gnomes are allowed in a campaign using the Advanced rules and implied milieu, assume that gnome characters, in addition to standard level limitations for PH Gnomes, can also become Druid 7.

In an Unearthed and Advanced campaign, level limitations shift: Assume Gnomes can become Druids using the same column as Clerics in the Unearthed reference manual, and Barbarians using the same column as fighters therein.

Gnome Barbarians are learned adepts at boar riding and Owlbear hunting. They usually are proficient with spears, lances and short riding composite bows. Gnome Barbarians are also used to illusions and phantasms in a cultural context, due to upbringing and natural heritage. They therefore are not angered or indisposed by the use of such magics.



Worked out a PC template for gnomes in our #Oerthbound game that is compatible with James Michael Spahn's Hero's Journey 0e variant. Please enjoy.

Illustration Lloyd Metcalf, (c) GP Adventures, all rights reserved.


Gnomes are industrious beings, descendants of dwarves who, like their parents, are immune to the deleterious effects of True Iron, unlike other descendants of the True Fay.

Gnomes rarely stand taller than 3 feet and have long beards and protruding noses. They dwell mostly underground, though not always. They are consummate miners and treasure hunters, seeking only to mine for gems and minerals they find especially valuable. They have a taste for the occasional prank, and have an innate affinity with illusion magics.

Gnomes also have more of an affinity with nature and the Druidic powers than their dwarven cousins do. Gnome barbarians have an almost totemic relationship with Boars. Along with the Warriors of the clan, they hunt owlbears with their short Mughal bows from their home of the Sandy Hills, by the Duinnsmere, over the Syl river into the Ashen Woods south east of Villenor.


Stength: 3d6
Dexterity: 3d6
Constitution: 3d6
Intelligence: 2d6+6
Willpower: 2d6+6
Charisma: 2d6+1
Luck: 2d6+1

GNOME CLASSES (Level Limits)

Acrobat: 4
Barbarian: 7
Bard: -
Cleric: 7
Druid: 7
Duelist: 5
Fighter: 7
Jester: 5
Monk: -
Paladin: -
Ranger: -
Thief: 7
Wizard (Illusionist): 10


By Arrow and Blade: Gnomes are able to wield Short Bows, Short Swords and Daggers regardless of other class restrictions.

Underground Senses: as Dwarf.

Magic Resistance: Gnomes benefit from a +4 to all saving throws involving magic. +6 against Illusions.

Miner's Eye: Gnomes are especially proficient at mining and can recognize the types of ores and minerals around them, identify them, as well as their general market value. This extends to gems and precious metals of various types, potteries and items made of various types of rocks, minerals and metals as well.

Dark Vision: As Dwarves.

Foes of Goblins and Kobolds: Gnomes benefit from a +1 to hit and damage against such hereditary foes.

Tricksters: Gnomes are able to use small manners of illusionism instinctively, as part of their heritage, regardless of class limitations. They are able to emit audible glamers, small phantasmal forces or change self once a day. The character's level is taken in consideration in lieu of a caster's ability level when it comes to range, effect, as warranted by the spell-equivalent's description.

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Hexes around the #MarmorealTomb. These are not part of the product per se, but serve as visual reference providing a consistent, laid out context for the module’s keys and descriptions.

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Someone asked me how the water ways work from a geological standpoint. Truth is, it’s both natural and supernatural, as follows:

There are two sources of water here. One is natural (C), and the other supernatural (A).

The supernatural flow comes from the Weeping Ruins (A) south west of the hex, which is a fortified mound of earth and caldera from which pours enormous amounts of water on all sides. “Where does the water from the caldera come from?” You will ask. It comes from another shade. That’s answered in the module in greater detail, though the Weeping Ruins are talked about but not keyed in the module proper.

This water then flows eastward as indicated by the arrows.

The water flowing north and east ends up in (B) by the ancient Dwarven fort and the swamps before it gets swallowed into the ground (it is sipping through into the Underworld below).

The water flowing south and east goes all the way around the Goblin Woods and ends up crashing into the Raging Falls north east of the Viper Head Pass, gathering there with the natural waters that emerged from the Marmoreal Mound at (C) and flew eastward to the Falls.

There is no water way linking (B) and (C) directly.

From the Raging Falls the water then flows north east further into the wilderness.

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