Saturday, December 26, 2020

Possum Junction, or Tim drew too much.

Sometimes you get an unexpected gift around Christmastime. Tim prefers to create smaller spaces (five-room dungeons and the like) for his mini-adventures. But apparently he got carried away with this piece, working on technique and experimenting with textures and the like. So sure, I ganked it. 

This is a most excellent space, with looping corridors and multiple pathways, as well as a fine smattering of interesting features to tell a story. Hazards are built in, and there are enough room details to fix a number of points of interest and potential encounters.

A few elements stood out: a pool, a few statues, an apparent chapel space, a lot of collapsed corridors, and started filling in the blanks from my end. Helped by a few die rolls, of course. 

Like many subterranean spaces (and historical ones), I figured there had been multiple tenants. And each had left their mark. For reasons unknown or partly explained, selected features from prior occupants were left in place. Some out of respect, some due to their inherent hazard. And of course, there are the new squatters here, making a mess of things, perhaps.

And since Tim recently mentioned some content and a contribution to Expanded Petty Gods, I had to pull the tome off my shelf and add a couple of names out of that mighty group project of the G+ days... just for fun.

Statted with OSE, a bit of 1e, and some homebrew...

So let's see who's up to mischief in The Caluromys Chambers.

I did abandon Idea #1: Dwarven Frat House. But there is always time to return to that...

Edit: Updated scenario with specific stats for the water spirit (figured that since I'd written a build-your-own-monster formula, I might as well use it), and made minor language and format edits.

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