50 Ruins for Your Campaign World

Category:

It’s easy to trap yourself into running D&D adventures in dungeons that are monster lairs, tombs, and temples. Now you can roll up a broad variety of buildings the heroes can explore.

Keep in mind that these don’t have to be human ruins. They can be elven, dwarven, or even giant-made structures.

Categories

  1. Institutions
  2. Strongholds
  3. Rural Buildings
  4. Solitary Places

Bonus

Institutions

Institutions are typically made to last, and that means being made of stone. Most are places of worship, but they can be other sorts of places of lasting purpose.

1d20Institution
1-2Temple or church
3-5School (grammar school for youths or college of arms or sorcery)
6-8Walled market town (300-1000 pop)
9Foundations of a walled city (2000-10000 pop)
10Palace or other seat of government or religious power
11Island gathering spot in a small lake, connected to the shore by a causeway
12-14Monastery/abbey/convent (more or less the same thing)
15Lonely shrine to a nearly forgotten god
17-18Statues or other sculptures meant to demonstrate ownership of a territory (borderland)
18Meeting place for negotiations (troubled border or mountain top)
19-20Ring of standing stones (menhir) or hanging stones (henge)

Strongholds

Strongholds are meant to withstand assault, so they tend to be made of stone and are often built in strategic locations, which includes secluded locales atop mountains or hills with a commanding view.

1d20Institution
1-2Fortified manor house
3-5Dwarven hall (partially underground)
6-8Castle
9Watch Tower (borderland)
10Gatehouse in a great wall or long wall (borderland)
11Prison (mainly for captives and debtors, not criminals)
12-14Fortified underground city
15Bastion meant to hold a legendary magic item that cannot fall into the wrong hands
16Signal tower (topped with fire pit)
17Hill fort (mostly wood with palisade wall surrounded by a ditch)
18Ancient military camp
19-20Keep (large tower with added structures and possibly smaller tower)

Longyou Caves in China

Rural Buildings

Stone being able to outlast wood, some of these might be the only thing standing on a ruined manor. It wouldn’t be surprising to find an abandoned manor house and, not far away, an overgrown stone church, and little else.

1d20Institution
1-2Fortified manor house
3-5Mansion or unfortified manor house,
6-8Ancient villa or yeoman’s hall house
9Icehouse (partly underground storage for blocks of lake ice)
10Peasant hovel (a couple of dozen in a village)
11Village of hovels and cottages on a manor
12-14Temple or church (in a village or at a crossroads between small settlements or on a sacred hill as a pilgrimage site)
15Vicarage (priest’s dwelling near a church)
16Brew house
17Barn (storehouse, malt house, tithe barn, etc.) or cave storehouse
18School (grammar school for youths or college of arms or sorcery)
19-20Mill (water mill or windmill for milling grain into flower or pumping water)

Solitary Places

Some buildings can be found in a border land or frontier of a wilderness, where populations are low, or in an abandoned area or wasteland that is not good for agriculture, including an island.

1d20Institution
1-2Surface entrance to underground tomb… (1d6: 1-2=on a hill; 3-4=in a forest; 5=on a mountainside; 6=on an island in a lake)
3-5Barrow mound, cairn, or other surface tomb… (1d6: 1-2=on a hill; 3=in a forest; 4=on high ground in a bog; 5=on a mountainside; 6=on an island in a lake)
6-8Coaching inn on a long stretch of road between towns
9Hermitage or traveler’s hut on a lonely moor
10Mausoleum, pyramid, or ziggurat
11Food storage vaults (cliff side or underground)
12-14Cottage of a ranger, forester, witch, sorcerer, etc.
15Tree house or tree town
16Quarry or mine (partially underground)
17Shipwreck on the shore
18Bridge with tollhouse
19-20Lighthouse (on the coast) or watch tower (on a borderland)

Bonus

  1. Trading hub, where traders would meet
  2. Aqueduct that once carried water from the mountains to a city
  3. Tunnels under a town once taken over by goblins, who connected the cellars to be their lair.
  4. Cavern formed when ash & lava covered a dragon’s corpse, & the dragon rotted away.
  5. Castle that was slowly buried by silt when a river changed course yet left most chambers empty.
  6. Palace of the gods (real but empty of old gods, or metaphorical and only a pilgrimage site)

Posted

by

Comments

Leave a comment