Wednesday, April 07, 2021

The Devouring Gourd

 When somebody has taken on a pact from the Great Gourd, they become marked by him. This mark takes the form of a dark cavity in the individual's forehead. Other acolytes of the Gourd will recognize this mark, and generally react at the very worst neutrally to any person bearing it.

On death, however, a curious process takes place on one marked by the Great Gourd. Their body doesn't decay, rather, it hardens and begins to change in shape to a form more pleasing to the Gourd. as this happens, the opening on the forehead of the deceased begins to grow into a gaping maw, and a Devouring Gourd is born.

I'm starting to draw stuff too!



Devouring Gourd

HD 8 Attack Swallow, Seed Sputter, Squash Defense 2 Move 8 Morale -* Save 16

Swallow The Devouring Gourd chooses up to three spaces around it at random, slamming the top of it's neck onto it and swallowing the first object it catches in this way.


Seed Sputter The Devouring Gourd flails it's neck about wildly, flinging large seeds out from the hole on the end of it, and dealing 2d6 damage to anything within 20 meters of it.

Squash The Devouring Gourd  springs it's legs and leaps 10 meters in any direction, dealing 4d8 damage to whatever it lands on, and pushing back anything else nearby.

*Behavior Devouring Gourds are completely mindless, they are hollowed out husks fueled by the Great Gourds destructive rage, as such, many of their actions are decided on a whim as they flail about breaking things. This can be modeled by deciding it's actions through dice rolls. This makes it a dangerous opponent for players to fight, as there is no real reason for it to do anything, and approaching it to attack is a gamble.



Farewell and may the Gourd be with you.

Friday, November 13, 2020

The Ideal Dungeon Room

 This post was partially sparked by a discussion in the OSR discord, which was mostly just me and some others joking around, but I do have some of my own thoughts on the matter.


But before we get into that, let's show some of the thoughts people had:

  • the radius of the system's fireball spell.
  • the optimal size of a dungeon room is big enough that it's a shock when it is packed wall to wall with goblins but small enough that that number of goblins doesn't threaten the verisimilitude of the local ecosystems.
  • The optimal size for a dungeon room is three times as large as is physically possible from the outside.


All great points to be sure.


The 30x30 room

The first concept I want to go over, is the 30x30 room, and why I don't like it. A 30x30 room isn't necessarily a room that is 30 feet by 30 feet, but rather refers to having your dungeon mostly filled with rooms of the same shape and size.

If, for example, the players are mapping the dungeon, it can make it harder for them to navigate their map, or more prone to making mistakes. Additionally, it makes it more difficult for the person running the game to find exactly what's going on with the larger dungeon map. Having different sized rooms around the place frequently creates sort of a landmark effect for your own brain and for the players.

Bigger is Better

Whenever possible, dungeon rooms should be as big as possible. Of course filled with all sorts of obstacles and other goings-on. There's nothing more boring than a blank room that just tell you what monsters and loot are inside. Throw in some hidey holes, water pools, piles of old dung, or overhead vines.

These are all things that clever players can use to their advantage whether in combat or not, or even better, can give the enemies powerful advantages.

Size is also beneficial to players, as it provides more options when trying to set things up, and once again, can be an advantage to certain enemies, like gretchlings, who mustn't touchis the lightsisis.

Disclaimer

This is all just my opinion, of course. You are welcome, and encouraged to have, your own. In fact, I greatly encourage responses. As that just means more overall content, and a chance for me myself to learn something new.

A room full of goblins is a great idea though. Somebody do that.

Thursday, September 17, 2020

Wizard School Name Generator

 In hearkening back to the Monastic origins of GLoG wizards, I have created a generator which will give to you a name for your wizardly institution. Some results won't make complete sense unless the parts in parenthesis are included.

Source


The intention of this generator is for it to be used to develop new GloG wizards around the name you end up with. To do so, I'd suggest coming up with one domain which is somehow tied to the name, and one domain which is loosely or not at all tied to the name to develop your school's traditions, weaknesses, and spells off of.

Also read This Post if you haven't already.

Monday, August 17, 2020

Rainforest Creatures - Ccoa, Suuri Snail, and Jokaihdin

 Ccoa

HD 5 Attack 1d10 lightning (1d6 burst) Defense 2 Move 15, fly 24 Morale 16 Save 15

Lightning The lightning selects a random target among creatures or certain objects within a 10 meter radius of the Ccoa, dealing burst damage to all creatures surrounding the target.

Hailstorm As it moves, the Ccoa drops hail behind it dealing 1d4 damage to creatures it hits.

Description Grey cats with fluffy tails and slightly oversized heads. When threatened, they turn into dark, grey stormclouds with yellow eyes piercing through.

Suuri Snail

HD 5 Attack Rasp 1d8 Defense 6 Move 4 Morale 5 Save 14

Rasp On a hit, deals 1d8 as normal, but on a miss, reduces the attacked creatures AC by 1.

Acidic Touch The suuri snail can choose to use it's turn to excrete a layer of acid on it's skin which deals 1d4 damage to anything touching the suuri snail's foot.

Stasis By sealing itself in it's shell, the suuri snail becomes inert and temporarily immune to damage until it leaves stasis. If it's shell is broken through during this time, the suuri snail's foot will be sucked out of the hole created.

Description A massive terrestrial snail with an oblong shell. It is predatory, eating either other gastropods or if necessary, plants. They follow a migratory pattern to look for food which is used by some as a transportation method.

Jokaihdin

HD 6 Attack Bite 1d10 (4 meter reach), Tail 1d6 (3 meter reach) Defense 4 Move 12, 8 swim Morale 15 save 11

Inflate The two flaps situated at the sides of the jokaihdin's neck can be inflated, allowing the jokaihdin to float if need be, but also as a defensive measure to both intimidate and move potential attackers away from it. While it's neck is inflated like this, it cannot use it's bite attack.

Description A sauropod dinosaur with flaps of skin hanging from it's neck and sides. It walks along the riverbed with it's neck held above the water.

Sunday, August 09, 2020

Rainforest Creatures - Quetzalcoatl, Famocantratra, and Vukilpikon

 Took a bit of an unannounced hiatus, it was largely due to moving, job changes, and trying to get back into the swing of things. Basically, I've been too busy and this is what I chose to drop temporarily. Anyways, here's 3 more creatures from the encounter table.


Quetzalcoatl

HD 3 Attack Venomous Bite 1d6+1d4 every hour Defense 2 Move 15 flight, 10 slither Morale 7 Save 8

Quetzalcoatls use hit and run tactics. The feathered snakes fly in from above and attack a targeted creature before swooping away and waiting for it's prey to die. During this time they will follow from a safe distance in the canopy.

Healthy Venom If the venom can be extracted from either a wound or directly from the source, it can be distilled into a healing potion (1d4).

Famocantratra

HD 1 Attack Locking Bite 1d4+1 each round Defense 2 Move 15 Morale 17 Save 6

Famocantratras are small lizards which adhere to the sides of trees with their broad, leaf shaped tails. Once a creature moves nearby, they will leap over to attack them.

Locking Bite Once the famocantratra has attacked a creature, it will remain attached to that creature dealing 1 damage each round after the first. Once attached, the famocantratra cannot be removed except by cutting off the flesh it is attached to (dealing 1d6 damage) or through magical means.

Vukilpikon

HD 7 Attack Bite 2d8, Crush 1d8+pinned Defense 6 Move 18 swim, 10 walk Morale 5 Save 15

Vukilpikons are massive spiky turtles which lurk in shallow water, camouflaged to look like rocks with their snorkel-like noses providing them with oxygen. They sense vibrations in the water up to 50 meters.

Sucking Breath When the vukilpikon makes a bite attack while underwater, the opening of it's mouth creates a vacuum which drags any creatures within a 10 meter cone of it's mouth to be sucked into it's gaping maw. This should be telegraphed beforehand when players are at a safe distance if you don't want to cause a tpk.

Sunday, July 19, 2020

Rainforest Creatures - Cuero, Wako, and Rhox

I decided on a format Im going to use for the following weeks while I figure out what to do next. Im goung to take 1 entry from each of the encounter tables found Here and do a writeup of them. Today I'm doing the cuero, wako, and the rhox.

Cuero

HD 2 Attack grapple 1 CON Defense 2 Move 16 swim, 4 land Morale 12 Save 7

Grapple Carnivorous. The first time anything gets close enough to touch the cuero, it will get a surprise action in which it can choose to grapple that person. It will then swim away under water dealing 1 constitution damage to the grappled person per round until they either die or the cuero is killed.

Description Appears as a mottled brown or spotted cowskin floating down the river. The underside of it is covered in suckers like those of an octopus.

Wako

HD 3 Attack bite 1d6 Defense 2 Move 14 Morale 8 Save 8

Description Carnivorous. Looks like a paca, but the size of a large dog, and with long fangs. Their call is a repeated Ao.

Wako live in communities of 2d20, 2d6 of which are juveniles that only deal 1 damage on a hit. Thry generally have 1d4 patrols above ground near their burrow, who will call to their comrades, which will arive in 1d6 rounds.

Rhox

HD Attack bite 1d8* poison Defense 0 Move 15 flight Morale 5 Save 6

*Swarm Each hit point is treated as a single rhox, and damage is based on how many are attacking, and moves down to the nearest die size to how many hit points the rhox has left.

Description Carnivorous. A small purple spider the size of a grape. They hide in clusters on grapevines, swarming at and biting anything that tries to eat them.

Sunday, July 12, 2020

Gygax 75 Challenge: Week 5

Part 5 of the challenge was sort of a buffet in which you choose three out of a multitude of options. Of those options I decided to:
  1. Sketch out the surrounding geography
  2. Develop encounter tables for each of the hex terrains
  3. Develop a list of system tweaks

Sketch out the Surrounding Geography

It just so happens that I already had a map of the area drawn. In fact, when I was making the hex map. I grabbed a small frame of this map and zoomed in on it. In retrospect, I should've chosen a different option since I already had done this one, but I was just excited to have already had part of the week out of the way.

Develop encounter tables for each of the hex terrains

I don't have any stat blocks for these creatures yet, but I assure you they will all appear on this blog at some point in the near future, be they all in one post or spread out between a few.
Rainforest (2d8)
  • 2. Songòmby
  • 3. Rhox
  • 4. Vukilpikon
  • 5. Suuri Snail
  • 6. Quetzalcoatl
  • 7. Famocantratra
  • 8. Tool
  • 9. POI
  • 10. Tool
  • 11. Famocantratra Omen
  • 12. Quetzalcoatl Omen
  • 13. Suuri Snail
  • 14. Vukilpikon Omen
  • 15, Rhox Omen
  • 16. Songòmby Omen

Sub-Montane (2d8)
  • 2. Devouring Gourd
  • 3. Ccoa
  • 4. Wako
  • 5. Väärehmä
  • 6. Quetzalcoatl
  • 7. Dragon
  • 8. Tool
  • 9. POI
  • 10. Tool
  • 11. Dragon Omen
  • 12. Quetzalcoatl Omen
  • 13 Väärehmä Omen
  • 14. Wako Omen
  • 15. Ccoa Omen
  • 16. Devouring Gourd Omen

River (2d8)
  • 2. Boiùna 
  • 3. Jokaihdin
  • 4. Piranha
  • 5. Vukilpikon
  • 6. Cuero
  • 7. Alligator
  • 8. Tool
  • 9. POI
  • 10. Tool
  • 11. Alligator Omen
  • 12. Cuero Omen
  • 13. Vukilpikon Omen
  • 14. Piranha Omen
  • 15. Jokaihdin Omen
  • 16. Boiùna Omen

List of System Tweaks

  • An equipment and crafting system
  • Stat blocks for most the above creatures
  • Random Tool Encounters table
- - -
I guess that's the end of the Gygax 75 challenge. It was a nice structure, and it kept me more than busy these past 5 weeks. I definitely plan on doing more to polish this setting. Obviously I need to do all the hex entries, but I have a suspicion it's gonna be quite a bit harder without having a defined structure anymore.

Monday, July 06, 2020

Gygax 75 Challenge: Week 4

The week 4 portion of the challenge was to make a city and 5 NPCs within it. Additionally there was determining where the players could purchase equipment.

Equipment is a bit of a weird one for this particular setting though, because I plan on just developing a system where the players craft the tools they need, out of materials that can be found pretty much anywhere. So I basically took a copout and said you can basically ask anyone.


Above is a picture of qhat I have developed of the town map. Apologies for the awful quality but its not much to look at right now anyways, just a general outline of where things are.

The town sits next to a waterfall in a river. If you walk out to a large island in the river, there is a shrine dedicated to the local river spirit, which has recently gone missing. Meanwhile the Great Gourd has sleepers in the town looking for it.

NPCs

A story teller with a missing left eye. She is the oldest person in the town abd is trying to fight back against the Gourd, though the ties she has are far too small to do much of anything against it. She currwntly posesses the river spirit, who has been trapped as a magic item, for its own safety.

A farmer who has a spastic arm. He was the sole survivor of the origibal expedition to Kirratoupunki. He knows some of the secrets of the place, but if his memories are triggered, he'll fly into a murderous rage and begin to cut himself open. Anybody in the town will be able to tell you not to mention the place around him.

A small boy who has a birthmark on his pectoral. He is trying to save his sick mother, who has become ill with a disease nobody in the town knows the cure to. He suspects his father of not only being a sleeper agent, but also of trying to kill his mother.

An explorer who is missing her right hand. She ran put of supplies and found herself here. The people have kept her fed, but are largely untrusting, suspecting her to have been sent by the Gourd. She knows a secret about (a currently undecided) hex.

A man who has a scar on his left cheek. The father of the boy from earlier, he is in fact a sleeper. His goal is to locate and kill the river spirit. He poisoned his wife because she figured out, he's not sure if she told anyone, but he's made sure she wont be telling anyone else. She can be saved from the content in a (currently undecided) hex.

Thats basically it for this week. The NPCs gave me a lot of trouble because developing characters is probably my weakest point as a DM. I think I might've done alright though, even if I haven't named them yet.

Monday, June 29, 2020

Gygax 75 Challenge: Week 3

I chose to use Kirrataupunki as the dungeon because lava tubes are long, straight, and boring. So I came up with the following concept.

- - -

Kirrataupunki is a ruins of an age long gone, crumbling ruins surrounding walls too tall to see over.
Within its walls, dried out husks are all that remain of it's original inhabitants, all reaching away from the great city's center, where a defunct temple seems to draw all shapes toward itself.

- - -

I went over the word count on the entrance, but I really couldnt help myself.

My notes for this week's project. They're barely legible in this image though.

The first floor is a temple containing damned souls and ways to contact them.

The second level contains the temple's targeting system. Which doubles as a star chart. After all, it is intended to take out angels.

The bottom floor contains the rest of the pieces to the superweapon, as well as the reason this once great city fell. Their blood was used as a final sacrifice to get the weapon operational, which requires massive amounts of blood to power it.
The completed map. With all the room numbers.

Id put all the monsters here too but I didnt have enough time to actually write out stat blocks for them, so there's not really much more I think I can put in this post.

Monday, June 22, 2020

Gygax 75 Challenge: Week 2

Week 2 was rough. I spent the first three days drawing my own hex grid because Im an idiot, which certainly didn't help. But in the end I have a (somewhat intentionally) unfinished result I'm happy with.
Picture is upside down lol.

I decided to save the inking and trees until later eventually, as this challenge doesn't include keying up every single hex, making that something I'd rather save until later.

Regardless, I still have all the required parts penciled in, even if the map itself isnt quite finished yet.

Cities:

Virtääves äärellä - A large river village which subsists itself on trades from the villages upstream.

Tulemiset - A small tribe north of Virtääves äärellä, They work to appease the fiery spirit in the nearby volcanoe.

kurpitsamaa - Home of the Great Gourd and his followers. Situated at the peak of one of the nearby mountains.

Terrain Features

Tulivuori - A fiery volcanoe housing a powerful spirit inside of it. It is currently the only spirit standing in the way of the Great Gourd's control of the entire region. The Great Gourd is therefore seeking to ammend this by ending the spirit's life as it sleeps.

Tuivauh Pyläät - Some say they are the graves of spirits long passed on, others say they are the bodies of those spirits who were forgotten, still more believe it is impossible for spirits to die. Though none know the true nature of these pillars of rock, stretching to the heavens, all know of its signifigance.

Kirrotaupunki

The ruins of an ancient city to the south of Virtääves äärellä, it has only been viewed from afar. A group of explorers once tried to establish their own settlement there, but never returned. It was this occurrence that began to build a mystique around the place, and it has since become taboo to even mention the name of the place.

- - -

Im not certain yet whether Im going to use Kirrotaupunki as the dungeon or try and figure something out with lava tubes and the volcanoe. But that's for a later week.

Also, I'm going to be really tempted to do random encounter tables, but it's already the next week as Im writing this post so I really shouldn't work on week 2 anymore.