Tuesday, September 24, 2024

[Dungeon] Hole of the Goblin King

Buckle up and put on some Grieg, we are going on a trip to the Hall of the Mountain King! ...what? The DM blew all our money on novelty dice and now we can only afford infiltrating the Hole of the Goblin King? Uhhh I guess that's our life now.

Hole of the Goblin King is a dungeon I drew and wrote by hand. 18 keyed areas of an underground lair. I guess it's what you *might* call "vanilla fantasy", because it's about goblins in a hole, with by-the-book stuff. It has kind of a whimsical/tongue-in-cheek tone. Leveld 2-3? 

Anyway, this was FUN. You should have more FUN.




Saturday, September 21, 2024

A variant for Magic Word spellcasting

For Magic Word spellcasting, see, e.g., Papers & Pencils or d4 caltrops! The gist is that instead of a fixed spell list, the Magic-Users are given a list of words which they can combine on the fly into spells. So it leads to more free-form and varied magic.

Here’s a simple variant on using such a system.

  • Magic Words are recorded in the M-U’s spellbook.
  • Every day, a set number (depending on level) of Words can be memorized.
  • The M-U can opt to cast one-, two- or even three-Word spells. The more Words, the more powerful the spell can be.
  • After casting, all but one Words are crossed off the memorized list. If a one-Word spell was cast, that Word is crossed off.

There is a tactical element: if you want to keep a particular Word, keep casting it with other components, so that you can keep your lil’ favorite. But, of course, don’t be afraid to kill your idols either.

As for the number of Words available for daily memorization, 2 + caster level feels alright. So that’s three Words for a starting M-U.


Example

Gambozo, Magic-User 2, memorizes these Words from their spellbook: Darkness, Mind, Water, Free (rolled from the d4 caltrops list)

During their next adventure:

  1. They cast Water of Darkness, a sort of flowing/mobile darkness that engulfs creatures (Darkness, Mind, Water, Free)
  2. Then they cast Free Mind to break out a comrade from under vampiric influence (Darkness, Mind, Water, Free)
  3. Then they cast Mind Darkness to wipe the memories of a guard (Darkness, Mind, Water, Free)
  4. And they have a weak single-component Darkness to cast if they need to cover their escape.

 

Quick recommendations for interpreting new spells:

Caster level

Range

Area of effect

No of targets

Damage

1

10’

1’

1

d6

2

20’

5’

2

d6

3

30’

10’

3

2d6

4

40’

15’

4

2d6

5

50’

20’

5

3d6

6

60’

25’

6

3d6

etc.

Putting more component Words in a spell can bump it up a bit.


Sun Ra, because why not


Wednesday, September 4, 2024

Oracular exercise: Fallen starship in the Sargasso Sea

Benign Brown Beast posted The Minideck, a wonderful 18-card set with all kinds of themes combined on a single card. Let's see how it fares when used as a spark/inspirational tool for gaming content creation!

Here's a quick adventure location, generated based on the following draw of three cards:


Fallen starship in the Sargasso Sea

·       Cigar-shaped shining metal vessel, at 45 degree angle, half of it waterlogged

·       Residual cosmic radiation caused mutations in local flora & fauna:

o   Kelp monsters

o   Fire-vomiting seagulls

o   Sentient krill swarms

o   Seaweed which accelerates healing when applied as bandages + causes weird plant-based mutations

·       Inhabitants: Pike-people from Beyond the Dog-Star

o   Elongated silvery bodies, fluid movements, naga-style, four upper appendages

§  weaponry: anchor-guns and boarding hooks

o   Actually fear saline water

o   They kidnapped 6 people from the planet, who are now in suspended animation in the waterlogged area

o   Want to repair their ship and leave the planet


This took me about 5 minutes. Weird nautical adventuring is GO!