Hi all! Back from a fun weekend at Dragonflight 40, killing monsters and taking their stuff. Played with some familiar faces, met a few new folks, and didn't realize I was rolling with another local blogger until after the fact - good to meet you, JB - your "Random B/X Headgear Generator" is required for all my char-gen.
So, another quick statting of a Daniel Walthall map, this time his "Sinking Temple of Gorth"
So, a couple of design notes- I renumbered the rooms, as the original sequence is out of order (to me). While I populated it with only one set monster and one puzzle/trap, the time pressure of the flooding chambers should provide some good tension (along with whatever wandering stuff tunnels in at an inappropriate moment). And you never know if/when the water flow into the temple will increase...
So take a look, feel free to play/comment/tweak. Statted out using Swords & Wizardry, but playable/adjustable for any old-ish system.
Thursday, August 22, 2019
Tuesday, August 13, 2019
Lost Tomes 7 - Oddball Spellbooks
1d12 crap spellbooks:
Some of these could be most awesome for your mage to find, but most are simply white elephants. Have fun...
Some of these could be most awesome for your mage to find, but most are simply white elephants. Have fun...
- Mica-leafed, heavy and fragile, requires a special polarized lens to read the inscribed spells. Typically used for uncommon spells of illusionist or evocation nature.
- Written on the hide of a living wild steer. Common to the plains herbimancers. The spells are only viable as long as the bovine remains alive. The spellbook is generally docile, but large and awkward, not suited for subterranean travels.
- Shells strung on thongs, the spells glowing iridescent within the mother of pearl. Rattley.
- A bag of prisms. Spells may only be read by projection through a specialized lamp. Typically houses illusions.
- A puzzle-cylinder, requiring proper alignment of the rings to make spells legible.
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