Index and Complete Adventures

Blog Index

Bestiary


20 Pursuing Spirits: What happens when a sorcerer summons a spiritual hit on someone.
Bandits!: d10 Bandit Gang list, gets progressively less plausible.
Demons of the Nightless Lands: Demons are defined by their violent lust to live and die.
Dungeon Swan: It feeds on HATRED.
Eater of Tongues: The best bard in the world is a parasite that lives in your mouth and eats your tongue.
Forest of Fences: A living forest made of regenerating fences. The deeper you go the scarier they get. 
Forest of Fences Mechanics: Navigation, Encounter, and Treasure mechanics.
Gelatinous Tesseract: A 4D ooze slowing creeping into our universe
Hyperbolic Heightener: A 100ft-high melancholic conjoined-twin giraffe that sighs to make things stretch.
Living Weapons: Arms are keen to have personality disorders.
Mind Flayer: A metagame effect that summons a man, whose touch banishes minds to featureless prisons for hundreds of years.
Moon Orchards: Plants that need moonlight.
Neckcracker Enzyme: Seizure blobs that snap the necks of exactly one kind of person or thing.
Omni-Polymerase: Forms chains from everything.
Oppression Engine: A mythological construct that regulates the hope, fear, and despair of all mortals. 
Parachromatic Photophant: A noble creature that never forgets forgotten colors and wears a cloak that radiates them like the Sun.
Phage-Key Folder: It makes keys. Keys from people. Keys that go places.
Prion Golem: An assimilating half-human likeness.
Reincarnasaur: A T-Rex that eats people and vomits out reincarnated versions.
Shades: Complicated permanent illusions which believe themselves to be real people.
Summer Bards: Giant dopey ear-splitting cicadas that everyone likes to massacre every few decades.
"Were"-Wolves: Wolves that were. They exist only in archetypal Jungian forms.

Wizard City


Gangs!: 1d20 Wizard Criminal Gangs
Counterspell: More musings on Counterspelling, with some outside help.
Police: Don't mess with the po-po. They give negative fucks.
Secret Police Table: Three 1d10 tables for Secret Police generation.
Bootleg Spells: About three dozen bootleg spells, when you can't afford the license for legitimate ones.
Punishment: 1d20 things that happen to you when you get caught by the cops.
Spells Is Gold!: Economics in Wizard City - most importantly that gold pieces are spell scrolls.
Redesigning Spells: If everybody's a wizard, some spells need to be changed.
The Last Jury Trial: A scenario/adventure about the last attempt at lawfulness in Wizard City.
Wizard City GLOG Classes: Four GLOG classes for Wizard City - AMWAT Officer, Mo-RON, Spellshark, T-Man
Patents, Copyright, Trademarks: Wizards are jerks when it comes to copyright law.

Use These Tables Together, Or Don't:
1d20 Weird Locks: Wizards always protect their shit.
1d20 Magical Guards: Who needs mercenaries when you have monsters?
1d20 Traps for Assholes: Some of these could very well end the world.
1d20 Alarms: Oh no... Oh nooooooooo!
1d20 Secret Meeting Places: Great for any weird/gonzo setting!
1d100 What Happened This Semester: Students have it rough.
1d20 Student/Professor Tables: What the previous table said.
1d100 What's in the Wizard's Pockets?: Hint: it's probably gross.

Le Restaurant Tranquille
Le Restaurant Tranquille: A dungeon restaurant-prison, utilizing only the most dangerous of arcano-gastronomic methods.
Dangerous Food: Today's menu at Le Restaurant Tranquille is...

The Manticore
How Do Wizards Gamble?: The Manticore - An illegal dungeon casino with high risk gambling wizards!
1d20 Horrible Gambling Games: Games currently being played at The Manticore
These Encounters are Craps!: Using the dice game craps for encounter generation at The Manticore.
Wizard City Bingo: A city-spanning game for wizards.

Under Gallax Hall
Intro: Making a Megadungeon, but a small one. Links to full Levels within.

University of Chronulus
University Cults: Handful of cults surrounding our beloved university.
More University Cults: Even more cults, now with the graduate student experience.


Essays and Musing


Dealing with Low Lethality: In which I self-flagellate a bit before talking about how I handle a low-lethality campaign.
Why I Chose the OSR: Basically my Life Story with regards to RPGs, and why the OSR is a community that I choose to participate in.
Alternative Alignment Schemes: I attempt a broad definition for Alignment and then talk about a few out-there Alignment systems.
Proteins Are Cool: I obsess about Protein.
Time in a Dayless World: Worldbuilding essay about unorthodox methods of timekeeping.
The War of Naps: Adventure idea for a zero-level funnel: deny the wizard army sleep, at any cost!
Cleric Domains: I postulate that the essence of the Cleric is not spellcasting, but mediation.
A City of Clerics: A silly idea about a city whose entire population are unique clerics.
Mapping Dungeons to Organic Molecules: Using skeletal formulae from organic chemistry to map dungeons. Part 2 includes examples and advanced methods.
Tidelock Themes: Reflections on my homebrew setting and how my cynicism affects my worldcrafting.
Convention Signup Checklist: Have some variety in your convention games.
MIR and Technical Revolution: I muse about how Skerples' Magical Industrial Revolution reflects a recent trend in how history views societal change.
The Monkey's Paw: The more absurdly specific your resource is, the less risk it should entail.


Tables for Tables' Sake

d30 Who Waits Outside the Dungeon?: Dungeon entrances (and exits) are hotspots for activity.
Speak With Earth: Rocks really don't like being talked to. d10 table for how willing minerals are to throw down.
d20 Deadwind Plots and Hooks: For weird fishing. Not Deadwind-specific.

Adventures

Cowpie Mushrooms

Cowpie Mushrooms: A short and sweet little low level heist adventure about stealing hallucenagenic mushrooms from dairy farmers. Based on a true story!
Bryce Review: It even got a Bryce review!

The Goldsoul Mines

Introduction: A creation myth, then the actual introduction. Also an Inkscape template for Veins of the Earth cave generation.

Goldsoul Mines v1.0: An abandoned gold mine infested with undead, spiders, and worse: griots!

These are older versions of individual sections, separated by document.
Domain of the Old Army: Part 1 of the Goldsoul Mines dungeon.
Deep Lake Caverns: Part 4

Goldsoul Mines Feedback: Just a minor compilation of feedback I've gotten for GSM.


The Evergreen Pyramid of the Glade Lord


Introduction/Idea Dump: Setting down the premise, with an idea dump for the dungeon.

Leviathan

Leviathan and Behemoth: Monstrous Titans of State and Civil War. Hobbes-ian horror-dungeons.
Dungeon Summary: Musings and teasers on what I want Leviathan to eventually be.
Introduction: Silence from the South: Introduction to the adventure.

The Infinity Hotel

Introduction: A Hotel with an infinite number of rooms, all of them filled, yet always with room for more.
Pre-Gen Characters for One-Shot Running: These guys are ridiculously overpowered, and that's intentional.
Accessing Infinity: Made-up irrational numbers, weird infinite regions, and how to get around a place that's infinitely long.
More Accessing Infinity: Follow up to the last post.

Alpha-Technomancers: Cyborgs who built a God, and the paradoxes they carry with them.
Practitioners of Paronym: Wizards with the power to change spells by altering the spell names.
The Discomancers: Nihilistic dancers who've decided their purpose is to DANCE!
The Hydramancers: Dumbasses who practice hydra-duplication magic.
The Hypermath Cult: Drugs using math weirdos with the powers of logarithms.

Play Report: The First Four Sessions

The Deadwind Archipelago

Deadwind: An island where, by divine compact with the goddess Liberty, the government must change every 3 days.
Deadwind Redux: Ehhhh... Version 1.1

Tornado Island: The tentpole island for the Archipelago. An island with constant tornadoes, petrifying monsters, an invisible blind cyclops, and The Last Slaad.

Tornado Island Hexcrawl: For the above location, I made a thing you can actually use!

Deke's Isle: A sandbar with a salty old man with always exactly one interesting thing to trade.
Exile Lagoon: Where exiles from across the world mysteriously appear.
Isle of Paint: Where four mixable paints bubble up from the ground that have different fantastical properties when wet or dry.
Island of Spears: Where it literally rains halberds, and giant polearm critters live their most metal existence.
Stonelaw Island: Where all are compelled to obey laws written on an obelisk. Someone else got here first.
Shadowed Monastery: Silent monks strive to become shadows, and a Shadow-Beast that has come to prey on them.
Neverage Isle: Where nothing ever ages. An ancient apex predator stalks its broken forests.
Fate Eater Isle: One may slice or burn away their past, their identity, or their future.
Mansion on the Waves: An illusory mansion on the water's surface, holding some dangers and secrets.
Isle of 1000 Masks: Identity-less clerics of Tiamat peddle Masks of Power.
Isle of Time Reversion: Where time flows backwards, and you have a backwards adventure!
Unter Ooze: A secret campaign-altering Ooze masquerades as life on the island. It will try and escape using visitors.

Weather in the Archipelago

The White Tower

White Tower Intro: What if Chernobyl was around forever?

Campaign

Tidelock

City of Truth: A place where nobody lies - where the Falselings enter our world.
Factions in the City of Truth: Philosophers make strange factions.
Devils: My rehash of Devils. Extraplanar imperialists bent on forming the perfect meritocracy.
Dragonborn: Those who eat the hearts of dragons bear children with destinies.
Falselings: Tieflings, but they awoke from the shadowed cave of the False Dimension.
Orcs: An Orc reskin. They grow out of the earth and reproduce by combat.
Regional Meta-Event Tables: What's new when you return to a Tidelock region.
Milestone Advancement: Opting out of traditional XP methods, my players ask what qualifies for a level up.
Illusions: 10 Illusion spells for 5e, one for each spell slot level.
Enchantments: Same as Illusions, but for Enchantment magic.
Necromantics: Same as Illusions, but for Necromancy.
Abdjuration: Same as Illusions, but for Abjuration.
The Sanction Scenario: Three powerful Matriarchs, a mad priest, and sheer luck determine the fate of an outlying House. A template for use in politically-minded games.
Pact of Matrimony (5e): Warlocks married to their jealous patrons.
Metaphysical Mathematical Cosmos: Ideas becomes Planes. Planes are described by Math. Ergo, Ideas are described by Math.
Elves, Memories, Clouds: There are problems with living a long time. The Elves tried to solve their memory problems by creating a meteorological god of memory.

Things Based on Others' Work


After The Dragon Hole: (Arnold K., Goblinpunch) A protocol for what happens after you clear The Dragon Hole dungeon, or some obscenely powerful dragon concepts.
Play Report: Dragon Cistern: Play report of Arnold K's The Dragon Hole, adopted for my home campaign.
Biologic Prehistory: A fad was going 'round town about non-standard evolutionary histories.
The Clerics of Clause: A GLOG class for being a sneaky culturally-appropriating santa.
Really Big Spider & Robot Squid: Two GLOG classes for the silly-minded.
Harry Clarke Project - The Cuckquean Fence: An animated sword that skewers the rivals of jealous cuckqueans.
Infinite Train Hobo Table: What was intended to be a hobo car for Skerples' Infinite Train community project.
Egg to Mud: Fun little bit of lore I found in the Sunjata (references within).
Reskinning B3: Some homebrew modifications to a TSR classic.
Wizard Fashion: Fun little public domain find.


(Updated 11/26/19)

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