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Showing posts with the label Dungeons and Dragons

His Majesty The Worm: Horrors In A Garden Dungeon

Happy almost anniversary. 2024 was a tough year for creative brain and keeping games going both because of player fluctuation and my waning motivation. However, the last month or so has seen a resurgence for me in tackling the myriad of half finished projects while running a new campaign of His Majesty The Worm. The game is wonderfully designed and my last session saw a real workout of the Challenge phase card battle mechanics that really saw my players engage in a way with tabletop RPG combat I hadn't seen for a very long time. As every referee, DM, GM, and Keeper knows that joy is the grease for the gears so the machine chugs on. Dungeon Seed:  The Barrow of the Unrequited Hundreds of feet beneath the ancient elven grove of The City is crypt of fallen martyrs. Elven parents forced to sacrifice themselves to sire children in this new world were entombed here after a civil war amongst the immortals from ages past. Unable to reconcile their differences the council chose instead to ...

Underclock Modding And The Stalker

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Ever since reading about the Underclock on Goblin Punch I’ve been obsessed with it. A ticking time bomb always in the background of every decision made by the players that they can see and interact with in a more tangible way than any other type of random encounter. In the survival horror style game I enjoy this element of time keeping has replaced my use of one my most well worn tools in the Overloaded Encounter Die. Although still one of my favorite tools the Underclock and its ability to create tension has supplanted it for the time being in my DM toolbox. However, just like with the Overloaded Encounter Die, it does leave a lot of room to interpret, tweak, and hack to fine tune it for a specific feeling. Since my current obsession is with Amnesia The Bunker’s Stalker I thought it could be interesting to explore how we emulate being hunted down by an unstoppable beast like that using the Underclock as an ever sinking hour glass of it’s inevitable arrival. Underclock Additions And T...

Liminal Horror Monster: The Mnemosyne

Mnemosyne Shaped as a fleshy hippocampus with multitudes of writhing suckers in a roiling and distended belly. Befouls bodies of water with chemical secretions that smell of adhesives and turpentine where it sleeps and dreams deeply. The creature projects an aura of deep love and compassion through its cyclopean eye luring people to its hiding place through their dreams. Embracing the Mnemosyne through its dozens of writhing mouthed tendrils allows one to enter into a world of nostalgic bliss seeing things as they were or should be while the creature secretly feeds off of their powerful emotions. People that have been fed upon become bonded to the Mnemosyne protecting it at all costs until they have been fed upon enough to be sublimated into the pool becoming nothing more than a liquified husk. Those who aren’t consumed are given purpose and the will to make their world in the dream a reality. The most faithful and devoted servants of the Mnemosyne are even given a semblance of the cre...

D23: The Pool

Health issues meant that unfortunately I'm not going to be able to keep up as is but I'm going to continue to follow this dungeon at my own pace and see where it goes. D23 lives on. So, without further ado... THE POOL A gymnasium of polished marble and concrete dominated by a large diving pool. Shining waters reflect the hazy blue light from a fathomless ceiling. Bright red diving boards creak remembering patrons from the past. Birds In The Pool 1-2 FLOCK OF FLAMINGOS (AS SMALL ANIMAL): Obnoxious and loud. Will eat anything thrown in the pool. Colored bright blue from feeding on the ethereal shrimp at the bottom of the pool. 3-4 PAIR OF GHOST SHOEBILLS (AS CRANE): A mated pair. Appear to glide over the water and make no sound unless disturbed. Their call is deafening but they are otherwise non-hostile unless provoked. Will hide at the bottom of the pool if frightened after defending themselves. 5-6 ONE GIANT CASSOWARY (AS BEAR): Highly territorial. Waits in the pool before ...

D23: Monster - The Concierge

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THE CONCIERGE The manager’s right hand on the first floor gifted power to lord over the guests who vexed him in life. Looks out for the interests of the hotel and its reputation over the individual desires of any guest. Exceptional manners. Useful out of spite. Attentive and petty. Desires only for you to check in, follow the rules, and check out. What’s so hard about that? HD: 6 Armor As Chain Strength Of The House: While on the 1st Floor the Concierge has several abilities granted by the Manager. Each must be invoked by configuring the esoteric clockwork gears on his wristwatch. Can teleport anywhere on the 1st floor and take anyone or anything in his grasp with him. Visitors who make themselves pests (Or at least their luggage) are often dropped in the Gullet for the house to sort out. Can lock / unlock any door on this floor or portals leading to the outside. Staircases can be made to vanish but this power does not extend to the elevator. Cannot die. If this body is slain, re...

D23: The Channel Hall

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  The Channel Hall The deck of a wooden frigate acts as the path between destinations affixed with sails that flow in a non-existent wind inside of a massive glass bottle that encases the whole ship. Just outside of the glass sea creatures flit about in an artificial sunlight while coral and algae grow on the ceiling. Gulls and sea swell fill your ears while the smell of the fresh ocean air contrasts sharply with the perfume of the rest of the hotel. The “bottle” has two narrow necks connected to the deck of the ship with hatches on either side connecting adjoining rooms stylized to look as cork caps. Upon closer inspection, the sounds of the sea are coming from discrete loudspeakers in the corners of the chamber while the sea smells are emanating from diffusers hidden inside of the wooden barrels on deck. There are several cracks in the glass bottle though none are yet large enough to spring a leak in the surrounding aquarium.               ...

D23: Birthday Party

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Birthday Party The double-doors to this room are bound in a fine red ribbon bow secured with a heft iron padlock. An envelope bound by fanciful pink string is dangling from the doorknob. Inside, is a perfume scented envelope with a short message written in a flowing cursive. The message reads, “Happy Birthday [Character Name]! Your present is inside!”. Regardless of the time before arrival any time pieces or other devices register the time and day as being their birthday down to the minute. When the door is opened gears begin to shift in the walls rhythmically like the sound of a clock ticking down. The room is the size of the other dining halls but contains only a single buffet table covered in a sheer white tablecloth with a redwood wardrobe trunk haphazardly thrown on top almost as big as the table. The trunk is secured with an array of numeric keypads made from chains and typewriter keys with a kitchen timer secured to the center ticking down. The clock will go off in a minute w...

D23: Trashed Ballroom

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  Trashed Ballroom Description: An opulent center piece reduced to ruin. Every wall is riddled with countless bullet holes of varying calibers. Catering tables split and splintered covering the marble floor with shrapnel. Smashed chairs covered in dried rust colored blood. All that survives is a single violet banner hanging off of a wedding arch and a grand piano who’s player remains as a translucent spirit. THE PIANIST: Plays music befitting the mood, which upon arrival is a melancholy piece fitting for the gloom but as things change or tensions fray will speed up or slow down his playing. Cannot be stopped unless banished. THE WEDDING MASSACRE At a random time throughout the day the ballroom will slowly begin to heal itself. The arbor will regrow its branches, the chairs will mend, the feast will be remade. Spirits of the former wedding occupants (and their assailants) will return and perform their last moments once more ending with the bullet ridden massacre. The emotions he...

Monster: Chanteuse Siren

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  Supernaturally talented performers who wear the guise of an attractive humanoid in order to protect themselves and feed their appetite for flesh. Their song is intoxicating causing those under its spell to become devoted entirely to the wants and needs of the Siren even if it means sacrificing themselves to protect their façade to authorities. If desperate, the Siren will eat the flesh of their servants but if given time or opportunity prefers to devour the lonely most of all. They will use their guile and mystique to isolate prospective morsels from family or friends before sinking in their teeth which can put victims into a dreamless sleep where they await the Sirens last gift. Siren’s Song: Creatures who can hear the Chanteuse Siren’s Song must make a save or become Beguiled. While Beguiled by the Siren must obey their every word until dismissed. The spell lasts for 24 hours unless renewed by listening to the song again. An hour before the curse ends the victim will do anyth...

D23: Adjunct Lavatories

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  Adjunct Lavatories Description: A narrow L-shaped hall with three sets of double-doors marked “Ladies”, “Gents”, and Maintenance. The Maintenance doors are secured by iron chains that zig zag across with dozens of padlocks of various metals and designs. Well-lit. Portraits of fountains, waterfalls, and other natural scenery. GENTS There is a 50% chance when the characters arrive that the facilities are currently being cleaned by the SLIME JANITOR otherwise it’s just a fancy bathroom. LADIES A woman can be seen from underneath one of the stalls but if the door is knocked on there will be no response. When the characters leave, a loud bang will be heard, and the stall doors will all flail open with the sinks switched on, but there will be no-one there. MAINTENANCE ROOM Heavy iron shelves filled with various cleaning supplies and replacement parts for the toilets and sinks along with a giant gaping hole in the center of the floor. The walls of the hole are slick with some kin...

D23: Room 6 - Valdini's Office

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  Overview: Hidden in the back of the taproom is a well guarded entrance to the office of The Outfits capo Vincent Valdini. Most of the hotel furnishings have ben ripped out or replaced with bits and pieces of seemingly random décor from different places and times. Dour white lighting from a single hanging bulb and the low glow from the terrarium of his pets casts the room in a dreamlike haze 50% chance he’s here doing business with a client. WEAPON RACK: On the back wall is a strange assortment of weapons both mundane and exotic in a disorganized mess. A double barrel hunting shotgun with black bone furniture and cast iron barrels. An ivory karambit fitted to the hand of a giant. A crystalline staff with a large red gemstone at its tip affixed with what could only be a scope. GHOSTWRITER: A spirit writes down the capo’s every word on an old typewriter. As pages fill up mails it off through the nearby chute after stamping it with his seal. GUEST COUCH: An old and ratty looking...

D23: Room 5 - The Beauxclair Taproom (WIP)

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  A sign on the gilded double doors reads, “No weapons, no funny business, tip your waitress.” The Beauxclair Taproom is alive with the sounds of the big band playing and pillars of tobacco smoke rising into the balcony. Shadows dance between the bright yellow spotlights rhythmically strobing across rows of amphitheater seating while cloaked private booths harbor hushed conversations interrupted by the occasional whooping or call for more drinks. On the clamshell stage at the center of it all a crooning siren weaves a song while the crowd moves rhythmically with her every flutter and flourish. THE BAR: The bartenders (Twins with slicked back hair and blue heterochromia on opposite eyes) know everyone’s name and their favorite drink. If you don’t like yours, you are asked kindly but firmly to leave. Can find any liquor you could want here. THE BOOTHS: Private party’s looking to conduct private business for the most part except… A trio of masked Players looking for a few more to...

D23: Room 4 - The Lobby Courtyard

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The Lobby Courtyard Description: A wide perfectly squared lawn surrounded on all sides by tall hedge rows. In the center, a triumphant ice sculpted elephant stands atop a marble fountain. A wildlife scene is posed near the hedge rows populated by topiary animals while a large pavilion rests atop a manmade hill secluded from the rest of the courtyard. THE GLASS ELEPHANT / FOUNTAIN The fountain is shrouded in mist emanating from the elephant sculpture but glimmering coins can be seen at the bottom. Once a day, a coin can be sacrificed to the wishing fountain to grant a boon of luck (Advantage or a fortuitous event as decided by the GM). If a coin is taken, a curse is laid upon the thief until the debt is returned to the fountain ten-fold. For the rest of the day, they become terribly unlucky suffering constant negative consequences when attempting even the most mundane actions. (Stubbing your finger when opening a door, arriving just a second too late to see something important, saying...

D23: Room 3 - The Cloakroom

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  Room 3: The Cloak Room Description: Buzzing electric lanterns affixed to stylish sconces provide ample light to a hexagonal hall. with standing redwood coat racks, a check in desk, a changing room, and a laundry chute with exposed pneumatic tubes underneath lie wheeled aluminum bins. THE COAT RACKS: Rows of towering coat racks cover a full half of the room. Each is adorned with capes, coats, and jackets of a hundred styles and a hundred more sizes from the contemporary to the truly bizarre. Searching the pockets yields…1d6 - 1-3 Pocket Lint. 4. The Ire of the Concierge who arrives next round. 5. A Random Room Key 6. 1d12 Casino Chips. CHECK-IN DESK: A long L-shaped table with a small bronze bell with a well-worn button. Fresh pressed dry cleaning waits in laundry bags on the far end. Behind the desk are shelves containing books and a corkboard with a framed photograph of Employee of the Month(It’s Hobbes of course). If the bell is rung there is a 50% chance Hobbes appears. I...

Monster: Thespian Wraith

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Thespian Wraiths Inspirations: Spirits of the Other World in the Medium (Fuck the rest of the game), The Evil Within loading screens, Pathologic, desperate people who exist to hurt others with their delusions, depressive patterns of negative self-talk, Greek tragedy. HD: 1 Armor: As Chain  Mask wearing wraiths wearing troubadour masks denoting their final roles in the drama of life. This is a lie. They stole these lives and roles so now act as psychopathic mimics that if not allowed to play with this façade become homicidal. All Thespian Wraiths can; mimic others whose souls they have slain or tasted (By way of consuming physical objects coveted by the person); use psychic suggestion to get others to do their bidding; vanish into the ethereal plane temporarily but must leave their disguise behind. Additionally, a Thespian Wraith has the uncanny ability to grant boons to its favorite pets and followers using an object important to its role. While under the effects of the Wraith...

D23: The Hotel Elysium - Stairways

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  THE GRAND STAIRCASE A wine stained royal red carpet flows down from gossamer white wooden steps that creak in the silence of the hall. Red velvet streamers are tightly wound along the railings like coiled snakes and a massive fraying banner suspended just below a tilted swaying chandelier says, “Welcome to The Elysian Solstice Jamboree”. The whole affair is dotted with more pastel glitter and confetti. Leads from the Lobby to the Ballroom, Basement (Sealed), and the roof (Locked). THE ADJUNCT STAIRWAYS A lavish spiral staircase of hardwood with ivory railings decorated with gold leaf and more red carpet. Leads to the guest floors and office wing. THE STAFF CHANNELS A large hall decorated spartanly with few chairs and one large globe shaped chandelier suspended above the Hotel Replica Repository. Large vacuum tubes similar to the luggage tubes worn their way through this room from all directions marked with numbers denoting floors. Hotel Replica Repository. A dollhouse lik...

Dicember 2021: Scavenged Ammunition Tables

Saw Dyson Logos Dicember prompts a little bit late and decided to use it as motivation to do some writing. Don't know how many I'll do but this was fun anyway. Here are three D6 Tables when scavenging ammunition.  D6 Scavenged Ammo Tables - Arrows - 1. Shafts of coral strung together by kelp and affixed with sea anemone tips. Poisoned. 2. Hollow sharpened metal tubes with hand carved fins on the sides. 3. Wooden stakes inscribed with whispering glyphs. Cease to glow when your alone. 4. Carved from animal bones ending in a curved claw rather than a point. 5. Long needles fletched with diaphanous insect wings. 6 . Unremarkable quiver of arrows. Every one is marked with a different person's name.  - Bolts - 1. Repurposed military style javelins meant for smallfolk. Bears the sigil of their general.  2. Blunted points affixed with small metal fists. 3. Delicate sharpened pillars of volcanic glass. Shatters on impact.  4. Fashioned from solid stone. Painted in b...

Random Adventure Jam: A Remake (Also Podcast!)

This week we're doing something a little different. I just launched a podcast HERE that is going to become an audio component to this here blog. Going forward the Arkcast will become an extension of the blog posts or sometimes an entirely other thing depending on my wildly shifting moods. Now you can still read what amounts to show notes below but I'd really appreciate if you'd give the audio a listen and leave your feedback here or on Twitter. Now on to remakes.  Remakes and Dragons Remakes and remasters are common enough in our media that most of us have a dream property we'd love to see modernized in some way. Whether that is updated CGI or a less problematic narrative while keeping the core of what we enjoyed intact. However, tabletop RPG modules or adventures (Whatever you want to call them) are unique in that even though we're reading the same print of Keep on the Borderlands or Rime of the Frost Maiden our interpretations of that text and the game experience...

The Heat Wave Part 2

Heat As a Hazard After thankfully surviving some of the hottest days of the year here in the Pacific Northwest we return as promised to continue our series on the Heat Wave imagined this time as a trap. From now on we'll be referring to it as a hazard just to keep the language consistent with the system. Before 2E you wouldn't find me anywhere near a Pathfinder product I find a lot to like about this edition of the game and actually prefer it to DnD 5e in a lot of ways. That is of course not to say that I'm in love with the heavy amounts of math or unnecessary complexity found in many parts of the game. But, I do feel more comfortable breaking things in this house when I know the foundations are so solid. The Hazard The premise of the Burning Sunlight Lens hazard is that of an enchanted magnifying glass held inside of a window or even a reflective that absorbs sunlight before an unsuspecting creature walks by and gets its feet melted into the floor before being vaporized. I...

Best Left Buried: The Cook

Best Left Buried has quickly become one of my favorite dungeon crawlers for its quick conflict resolution and survival horror ethos which straddles the line between story games and the OSR (At least for this casual.) My favorite part are the Adaptations which are monster abilities that can also be taken and made into magic items or mutations for the PC's to use as well. This created a dynamic in my games where as the players grew more powerful they became more and more like the monsters they were trying to slay. Love it.  Recently, I've been creating a mega-dungeon inspired by molds, vampires, and Resident Evil which while far from finished has given me more cause to experiment with these Adaptations. Though creating your own Adaptations is a painless process often I end up enjoying a simple reskin or reinterpretation of existing ones just as much. As a demonstration here is a big moldy monstrosity I made for the kitchen section of my dungeon.   THE COOK Theme: Taste. It ...