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Showing posts from November, 2024

Dungeon Gods

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2024/11/28: In a cool coincidence, The Nothic's Eye also posted some dungeon gods today! I totally recommend you check them out here !   Seasoned adventurers know to respect the dungeon gods, those who's house is the Underworld. Regardless of what one beleives on the surface, it is good to stay in their graces. Characters who preform the proper rights at the shrine of a dungeon god will receive +5% XP for the duration of the delve. This blessing is low stakes, and will not lock you into anything. Those seeking power may pursue boons from the gods of the underworld; however, once blessed, these boons are not shed lightly. Burning Shrine by John Tenniel, re-coloured by me   The King of Coins A covetous thing, always watching, always listening. His shrine is carved in smooth stone, a hunched figure in a cloak of eyes, ears, and hands. To make a prayer to him, leave behind a coin for his hoard. Coins disappear quickly when the shrine is unwatched. To gain his boon, you must promi...

Purple Worms

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Johtull Wurm by Ian Miller HD 15, AC as Chain, damage 2d6 (bite). 100' in length, and 12' or more in diameter. Flesh is smooth and rubbery, with a deep indigo hue, marking them as the lords of all worms. The worm's most defining feature is it's grinning maw of human-like teeth on an otherwise featureless face. It will eat anything in it's path, leaving behind a trail of acid-sludge. Always attacks living creatures on sight. Never checks morale.  Swallow whole. Whenever the purple worm attacks a creature human-size or smaller, the target must save versus dragon breath or be swallowed whole. Inside the worm. Creatures caught in the worm's stomach suffer 2d6 damage per round, and -4 to all attack rolls. Squishy insides. All damage dealt to the worm from the inside is doubled. Pearly whites. A purple worm has 32 teeth of smooth, white ivory, which are prized among collectors and make excellent grindstones. A single tooth will sell for 1,000 silver pieces.   **...

Musings on Weapon-as-Initiative

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I've been trying to keep my posts pretty structured, tho this one may ramble a little. After an exchange with Miranda of In Places Deep over on Bluesky, I started thinking about weapon-as-initiative, and it quickly reached the point where I realized I wasn't going to get anything else done until I wrote a little blog post about it. Weapon as Initiative From Fantastic Medieval Campaigns by Marcia B.   The basic system: In Chainmail, weapons are given a number from 1-12, abstractly representing length. For dungeon crawling, you can use that number as an initiative score, counting down from 12 on the first round (representing the reach advantage of long weapons) and then counting up each subsequent round (representing combat getting all close and claustrophobic). I believe Tonisborg uses a system like this, tho I haven't actually read it. The cool side effect of this is it means daggers and other small weapons basically get a double-move when the initiative flips, before the o...

FMC House Rules

2024/11/19: Added a ruling on HP and character death. I read it in a blog post a long time ago, but can't for the life of me remember what the post was. If anyone knows, plz lemme know! 2024/12/05: Found it! It’s this post from Paper & Pencils! I've been flirting with the idea of starting an FMC campaign with some friends, and I wanted to compile some house rules into one place to make that a little easier, in case that does end up happening. As follows: Mortals: Prices are silver standard. Pay 1% of XP per month as living expenses. Use simple encumbrance except in edge cases. Armour prices are 25/100/1000. Any class can wear any armour. Replace Int and Wis with Arcane and Faith. Explained here. Use ascending AC. Fighters add HD to attack rolls. Everyone else progresses normally. Fighters have 1d+2 HD at 1st level, 2d+1 at 2nd. If you are reduced to 0 HP (don't bother tracking negatives), you are Injured, but can still act. Any subsequent damage will kill you. If you ...

d8 Invaders

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I love Souls games. I love getting invaded. I wanted to bring some of that energy to my ttrpg games. Some of these are based on invaders from the Dark Souls games, others are my own ideas. For best results, use with the Underclock . Add a Black Phantom entry to your dungeon encounter table. When you roll it, roll on the subtable below. promotional image of a black phantom for Dark Souls Attributes: Invaders have Hit Dice equal to 1 + the number of classed characters in the party being invaded. Max 9. They can make a number of attacks each round equal to the number of humanlike creatures they are in melee with. They attack for 3 rounds, until they kill someone, or until they are slain. They appear as malevolent, burning shadows, but can be struck as if corporeal. 1d8 Invaders: Prong Knight. ac as plate, morning star-1d6+1. Wears thick, plate armour, bolted shut. Long iron spikes protrude from every surface, warning against those who would try to free her. Any who strike the Prong Knigh...