Sanctumancy
Volume II
A Palisade supplement
Credits IntrOductiOn
Writing & design This zine is the second in a series of
Jared Hansen additional content for Palisade: A Stakes and
Devilry Roleplaying Game. Palisade is a game
Illustrations designed around the battle of good versus
Public domain from Wikimedia Commons evil, of heaven and hell, the occult and
supernatural, and of demonology. It’s a
hack of Cairn and Into the Odd. However, all
Sanctumancy is published as Creative of the content for the Sanctomancy zines
Commons Attribution 4.0 International are designed to be compatible with OSR
(CC by 4.0) and NSR TTRPGs with some modification
or minor tweaks.
In addition to Cairn and Into the Odd, the The following zine includes:
following games or blogs were remixed or • An urban hex map generator for
adapted for this zine: creating cities as if they were adventure
• Yoon-Suin: The Purple Land by Noisms sites.
Games. • Additions to the mystery generator
• DM Dave’s tools for running monster- from the core rule book.
of-the-week scenarios.
• Random mystery generator table by • A table for generating primary
milquetoast_wizard. antagonists and a table for general
rumors to be used as small story hooks.
1. Urban Hex Map Generator
Making an Urban d12 habitatiOn
hex map 1-3 A slum of shanties
When planning a session that takes place 4-5 Straw-roofed shacks
in a sprawling city, consider having non-
combat encounters. The following will 6-7 Adobe or brick cottages
help create an urban hex map for your city 8-9 Timber framed townhouses
or town. You can determine how large the
city will be on the interior (two rings, three 10 Crude stone homes
rings, etc.). For each hex, roll 1d6 to
determine the class type of that hex (lower, 11 A few mansions
middle, upper). Then roll 1d12 to 12 A palace
determine what types of houses will be
found in that hex; if these don’t match the
previous class type, consider how this d20 landmarks
juxtaposition will play out.
1 Lumber mill
For example: You rolled 1d6 and got 2
(lower class) and 1d12 and got 12 (a 2 Flour mill
palace). Perhaps there is a palace as an 3 Church or temple
oasis in the middle of the lower class
neighborhood. All of the servants to the 4 Guild hall
palace might live there. Or if you rolled
1d6 and got 6 (upper class) and 1d12 and 5 Town hall /Government building
got 4 (slum of shanties), consider how 6 Food market
there could be a street of fancy vendors
with a walled-off poor neighborhood 7 Tavern or Pub or Inn
hidden in the alleyways behind it. 8 Library
Then roll1d20 to determine what the 9 Craftworkers
landmark will be for that hex, and choose
one of the four included encounter tables 10 Merchant or trader
to use with the hex map as the players 11 Blacksmith or armorer
traverse through it.
12 Fountain
13 Brewery or wine merchant
d6 class Type
14 River dock
1 Lower class
15 Leatherworker
2 Lower class
16 Tailor or weaver
3 Lower class
17 Barracks or guard house
4 Middle class
18 Money changer or bank
5 Middle class
19 Alchemist or apothecary
6 Upper class
20 Crypt
1
D8 EncOunters a D8 EncOunters b
1 Merchant struggles with oversize 1 Find medical attention for near-
or heavy cargo. fatal accident.
2 Someone gets pick-pocketed. 2 Detect a magical leyline.
3 Witness bribery or extortion. 3 Funeral procession.
4 Find parents of lost child. 4 Crowd throngs a statue.
5 Streets flooding. 5 Cart’s wheel breaks and contents
spill.
6 Animal or pet on the loose.
6 Construction of house goes awry.
7 Missionary approaches you.
7 Vendor heckles you.
8 Snake oil salesman approaches
you. 8 Uncontrollable fire.
D8 EncOunters C D8 EncOunters D
1 Public ritual worries you. 1 Festival event goes awry.
2 Asked to help move merchandise . 2 Monks interrupted while
meditating.
3 Outbreak of vermin or pests.
3 Lost outsider or foreigner.
4 Witness an argument over a map .
4 Naked human runs past you.
5 Drunkard awakes from stupor.
5 A mysterious stench fills the air.
6 Storyteller builds an audience.
6 Carrier delivers small parcel to
7 A pool of blood seeps into your you.
path. 7 Ratcatcher is busy nearby.
8 Musical procession interrupts
you. 8 Vagrant begs for money.
2: mystery generator additions
The Palisade core rule book has a mystery adventures for Palisade and other monster
generator (p. 57) as part of the adventure hunting adventures. This includes NPC
toolbox in chapter 10. Below are some archetypes common to mystery stories, a
additions to extend out some of the tables table for what motivations the NPCs
found in the core rule book, including 100 might have when being interviewed by the
different monster options and 50 different occultists, and guidance on how occultists
motivation options for why the monster is could discover clues (research or
killing. interviewing).
This section also includes additional advice
on writing your own mysteries and
d100 Monster d100 Monster d100 Monster
1 Vampire 21 Random devil 41 Satyr
2 Werewolf 22 Crooked angel 42 Sandman
3 Almas 23 Serial killer 43 Gorgon
4 Wendigo 24 Extraterrestrial 44 Cultist
5 Incubus 25 Poltergeist 45 Pishatco
6 Succubus 26 Mutant demon 46 Morlocks
7 Ghoul 27 Goblins 47 Kaiju
8 Skinwalker 28 Mermaid 48 Venomous snakes
9 Wraith 29 Swarm of insects 49 Acheri
10 Djinn 30 Minotaur 50 Golem
11 Arachne 31 Treant 51 Doppelganger
12 Vetala 32 Headless 52 Sirens
horseman
13 Abomination 53 Chupacabra
33 Troll
14 Grotesque 54 Sea monster
34 Sphinx
15 Kitsune 55 Mysterious
35 Banshee plague
16 Zombie
36 Slenderman 56 Hag
17 Gargoyle
37 Gremlins 57 Rabid wolf
18 Yeti
38 Oni 58 Leshy
19 Mummy
39 Swamp creature 59 Abyzou
20 Random demon
40 Changeling 60 Contagious
hysteria
3
d100 Monster d100 Monster d100 Monster
61 Yokai 74 Magaot 87 Cyclops
62 Akuma 75 Lindwyrm 88 Redcaps
63 Baku 76 Naga 89 Imps
64 Gaki 77 Kappa 90 Capacun
65 Krampus 78 Gulon 91 Yali
66 Mara 79 Chimera 92 Asakku
67 Ifrit 80 Will-o’-wisps 93 Werebear
68 Hellhounds 81 Wyvern 94 Wererats
69 Aswang 82 Sylph 95 Dracula’s bride
70 Bunyip 83 Bahamut 96 Fext
71 Kelpie 84 Phoenix 97 Lugat
72 Kobolds 85 Selkie 98 Sprites
73 Maticore 86 Popobawa 99 Weretiger
100 Parasite
4
d50 MOtivatiOn d50 MOtivatiOn
1 To create chaos 26 They feed off fear
2 To hurt & maim 27 Because they’re depressed
3 To tempt others into evil 28 Self-defense
4 To usurp unnatural power 29 To betray
5 To possess & control 30 Unknown motivation
6 To infest or devour 31 Out of jealousy
7 Revenge 32 To blackmail someone
8 To cause the end of the world 33 Insatiable hunger
9 Give birth to spawn of evil 34 Out of madness or hysteria
10 To create abstract evil power 35 To create a cult
11 To steal specific thing(s) 36 Because they’re possessed
12 Freedom to run wild 37 Because they have daddy
issues
13 To incite a revolution
38 To expose a secret society
14 To spread a toxin or plague
39 To intimidate
15 To fulfill their destiny
40 Because they were betrayed
16 Redemption
41 To punish the “wicked”
17 To change their fate
42 To enslave
18 Accidental or uncontrollable
actions 43 Because others are guilty
19 Out of lust 44 To protect a secret society
20 Out of greed 45 To protect a special artifact
21 To escape this realm 46 To start a war
22 Out of fear 47 To become infamous
23 They’re pawns to a greater 48 For political power
plan
49 To take the place of their
24 To ensnare the occultist(s) victim(s)
25 They want to be caught 50 To cover up scandalous secret
Plotting the scenario to show up, and how that draws in the
reader to figure out who did it, how it
The first part in developing an adventure happened, etc. Or this could also be a
scenario is to outline the plot. Perhaps one dramatic introduction to the villain or
of the simplest ways is to follow a basic three monster of the episode.
act structure, like the one outlined below:
Hook Body
The main part of the story happens here,
With mysteries it is best to start with the often in three segments. Each of these
teaser of the story. Think of the first victim segments develop the plotline and end with
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a cliffhanger or revelation. Use clues and Segment 3. A third person–a close friend of
hints to drive the story forward, leading to the group or even one of the occultists
the largest or major revelation at the themselves–is attacked by the incubus.
climax. This could even be a twist: “the Around the same time, the occultists
killer was actually the owner of the flower discover that each of the victims purchased
shop!” food at a local saloon before they died. Is
the demon living at the saloon?
Climax
Climax. The occultists head for the saloon
The last act of the story involves the climax and discover that the food has necrotic
where the occultists solve the central blood in it. They find out that the saloon
problem, the mystery at the heart of the owner is a necromancer. The first two
scenario, or fight the monsters. This victims died because they upset her. The
dramatic conclusion should come after the third victim was close to discovering the
occultists know exactly what happened and truth.
how to prevent it from happening again.
Finally, the occultists battle the
necromancer and her incubi, putting a stop
Example Adventure to the murders.
Structure
Hook. The occultists are called in to Planning a mystery
investigate a withered body. They learn session
that the corpse was a normal person just
the day before. How could it decay so fast? After you’ve outlined the story of your
scenario and know what monster your
Segment 1. Another body is found, with players’ characters will be going up against,
seemingly no connection to the first body. here are a few suggested mechanics you can
It too is completely withered and looks use in crafting the adventure.
nearly mummified. What did these two
bodies have in common? Creating characters
Segment 2. After performing some research, A large part of the mystery are the
the characters believe that the culprit characters related to the plot. As a
might be a succubus or incubus. But why supplement to the NPC generator table in
is the demon targeting two totally different the core book, here are some more tables
people? And where is the demon now? and aides in creating characters for the
occultists to interact with. Mystery stories
Finding Clues
Once the characters are at the scene of a
crime or the location where a supernatural
often use similar character roles to help occurrence took place, they should start to
push the mystery and the plot, sometimes perform an investigation. This helps the
subverting these expectations in unique characters find clues about the type of
ways. Consider using the following creature they are up against. In addition to
archetypes when generating your monster driving the story forward, clues also
mystery: provide bonuses to monster research
checks.
• Street smart detective: They ask all the Clues can be discovered with INT saves
right questions, but are critical of such as the following:
everything.
• Perform an autopsy with medicinal
• Crooked cop: An authority figure that skills: how the attack happened,
breaks the rules for their own benefit. hidden ailments, or estimate the time
of death
• Mysterious person: An enigma and often
an easy suspect for the case. • Find a hidden detail at the scene or
uncover items related to the murder
• The scapegoat: The individual or thing
that the town is blaming due to their • Interpret religious signs or markings to
history or bad behavior. Could also be denote certain monsters’ presence
an abstract idea such as bad luck or • Perceive anything out of the ordinary:
general evil. odd smells, sounds, feelings, etc.
• Obvious suspect: At least one red herring • Discover a clue about what type of
points to this individual, perhaps also monster it was
the scapegoat. • Tracking the creature
In addition to the following archetypes, And clues can also be discovered with
consider how these NPCs will react to the SOUL saves such as the following:
mystery. Later is a table for the occultists
to interview NPCs for clues. Below are • Interviewing others who are or were at
some possible motivations for NPCs that the scene of the crime
you create: • Intimidation or persuasion checks
with witnesses, authorities, or
individuals related to the investigation
Clues can also be discovered through the
d8 NPC MOtivatiOns use of tools such as a forensics kit. A
1 Wants to interfere with others forensics kit is a set of tools that includes
magnifying glasses, pouches, powders,
2 Wants to join in the hunt tweezers, and other useful items for
3 Suspicious of authority figures detectives.
4 Wants to validate their theories Three clue rule
5 Wants to pass on rummors/gossip Justin Alexander coined the three clue rule
6 Wants to do the right thing as a way to ensure that TTRPG mystery
sessions aren’t derailed by the actions and
7 Wants to put themselves in danger decisions of the players. According to their
8 Is attracted rommantically to one of blog, The Alexandrian, the three clue rule
the occultists is: for any conclusion you want the players
7
to make, include at least three clues. So if Interviewing
you want the occultists to solve the mystery
of the monster attacks, then they need at Another method for finding clues is for the
least three clues that will guide them to occultists to speak with individuals related
that conclusion. This is imperative because to the case. This can include witnesses
there will always be an instance where the (those who saw the crime), leads (those
session you have planned is not the session incriminated by the clues), or suspects
that happens on the table. With three (those responsible for the supernatural
clues you have contingency plans that allow occurrence). They then roll 3d20 for three
the occultists to still come to your desired consecutive SOUL saves. For each
conclusion. successful save, they gain one clue toward
the case.
Monster research The GM then rolls for the research
If an occultist has access to a library or a complications that come from the
sage, they can conduct monster research. research:
They then roll 3d20 for three consecutive
INT saves. For each successful save, they
gain one piece of lore or information about d8 Interview complication
the monster. Examples of the information
they can gain are: name of the monster, 1 Another suspect turns up dead.
their type, vulnerabilities, attacks and 2 The occultist becomes a suspect
special traits. themselves.
The GM then rolls for the research 3 The occultist draw unwanted
complications that come from the attention from authority figures.
research: 4 Their clue is actually a red herring.
5 The creature they’re trying to learn
d8 Research complication about discovers that they’re trying
to learn more about it.
1 Their actions cause them to be 6 An important person in the
banned from the library until they investigation disappears.
make reparations.
7 They offend someone related to the
2 The occultist found a crack in their investigation and they attempt to
plane or dimension. thwart the party’s attempts at
3 The occultist draw unwanted solving the case.
attention from authority figures. 8 The occultist is put in a dangerous
4 A conspiracy theorist takes interest situation.
in the investigation and causes
trouble.
5 They had to barter one of their
personal items or relics to gain the
information.
6 The creature they’re trying to learn
about discovers that they’re trying
to learn more about it.
7 They offend someone related to the
investigation and they give false
information about the case.
8 The information they gained came
from a cursed source (book).
8
3: primary antagonist generator
Most campaigns have a big bad evil inspiration in determining the central
character behind the scenes who becomes conflict to your campaign. Roll 3d20 to
the final boss. This primary villain gives determine the villain, their desire, and the
the story of the campaign direction and complication to their plan. Not all of the
helps the GM to plan sessions and plot options are weighted equally though, so
points. Use the following table as feel free to edit or change them as needed.
d20 Villain desire cOmplicatiOn
1 A fallen legendary hero. Depose the monarch. They have amnesia.
2 An ancient sorcerer. Summon the legions of They need to rally
hell. supporters.
3 The last giant. Possess an evil artifact. They’re intensely paranoid
4 A rogue seraphim. Find a lost dragon’s horde. They need to find a map.
5 A king of the eldritch Perform an ethnic They’re slowly dying from
dimension. cleansing. an illness.
6 A shadowy, unknown Enslave the realm. They need to perform a
evil. blood sacrifice.
7 The oldest vampire. Drink their enemies’ They need to secure the
blood. right funds.
8 A slighted member of the Wage war across the .They need to collect the
monarchy. dimensions. magical artifacts.
9 An interdimensional Take away the agency of Their spies are getting
horror. everyone. caught.
10 A monstrous demon. Control the flow of time. Their followers disagree.
11 A lich whose immortality Fulfill their Faustian pact They’re still recruiting for
is secret. with a devil. their cult.
12 An elegant demi-goddess. Start the apocalypse and They need to find the
the final battle between necessary grimoires to
good and evil. learn the spell(s).
13 A traitor to the Cadre of Create portals to other They need to wait for the
Elysium. dimensions. stars to align.
14 A pair of cephaloids. Spread a pestilence or They need to find the lost
disease. temple.
15 A powerful werebear. Tax everyone in the realm They can’t leave their
into poverty. current location.
16 A serial killer. Hypnotize the citizens They’re missing vital
with mind control. information.
17 A vindictive gargoyle. Resurrect the dead. They’re in need of funds.
18 An extraterrestrial Destroy the land through They’re cursed under a
assassin. industrialization. unique spell.
19 An omniscient Colonize from another They need certain
poltergeist. dimension. Macguffins.
20 A primordial spirit. Become a god. They’re imprisoned.
4: general rumors
In the event that you need an adventure (Fill in the blanks for relatives as you
seed while visiting a town or city, consider wish, perhaps someone notable in the
using the following generator. Roll 3d20 to town or the first NPC rolled).
determine the actor, what they’re trying to
do, and to whom:
d20 NPC 1 Is Trying TO... NPC 2
1 Mayor Murder Tailor
2 Blacksmith Kidnap Miner
3 Alchemist Steal from Jeweler
4 Smuggler Blackmail Silversmith
5 Farmer Steal spouse of Scribe
6 Potter Transport goods to Trapper
7 Merchant Intimidate Herbalist
8 Noble Spy on Fisher
9 Glazier Disgrace Leatherworker
10 Chandler Marry Senator
11 Stone mason Hide from Count
12 Carpenter Deceive Abbot
13 Vagabond Conspire with Priest
14 Pickpocket Imprison __’s daughter
15 Cooper Recruit __’s son
16 Cobbler Enslave __’s cousin
17 Weaver Abscond with __’s husband
18 Baker Cover up with __’s wife
19 Healer Kill __’s brother
20 Seer Slay __’s sister
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