Skip to main content

GLoGtober Ketchup

 Slowly falling behind because of real-life Going to try this new method of batching some of these GLoGtober days together! This one is a little different, and is less tools for you to use and instead more stream of conscious and meandering thoughts I have floating around in my personal ether (that you can still totally use and expand on). If you do, please let me know how it goes!


Day 7 - 1d8 Reasons to become an Adventurer

  1. The next town over is paying more for adventurers to defend against bandits than they are for weapons and tools from your family blacksmith. 
  2. Kobolds have stolen your baby for the 1d8th time. 
  3. Your betrothed is actually someone you really, really don't like. 
  4. A powerful immortal wizard abducted you from your mundane life and imbued you with nigh-infinite power that's only accessible if you do nice things. 
  5. You find a magic lamp. 50% chance of including a genie. 
  6. Goblins. 
  7. A travelling witch places a curse on you for stepping on her robe. 
  8. While frolicking in the lake one day, a mysterious woman emerges and gives you a magic glowing sword. 
Day 8 - 1d10 Dungeon Mysteries
  1. Who closes and locks all the doors that are left open? 
  2. How are the traps reset? 
  3. Where do you recruit more minions and lackeys? 
  4. Where is the kitchen? 
  5. Where are the bathrooms? 
  6. Why doesn't one of the guards ever try taking the treasure for themselves? 
  7. Do they have insurance? 
  8. Is there a market for used or refurbished dungeons among BBEG's? 
  9. Is it cheaper to build a dungeon or upcycle an abandoned location? 
  10. How do you QA or stress test your dungeon before opening it? 
Day 9 - 1d20 Locations and Landmarks in the City of Pitt
  1. Rose Quarter
  2. Temple District
  3. Rathgold Apiary
  4. The Wheels
  5. Biomechanical Gardens
  6. 7-Pointed Star
  7. Flesh market
  8. The Library
  9. Square Town
  10. Smoke Zone
  11. Palace of the Flesh
  12. The Red Quarry
  13. Silver Spire
  14. Von Frond's Tower
  15. Old-Old Town
  16. New-Old Town
  17. The Shimmering Ponds
  18. The Statue of Vice
  19. The Coliseum 
  20. The Crater




Comments

  1. Something about location 6 being the *7*-pointed star bothers me.

    :)

    ReplyDelete

Post a Comment

Popular posts from this blog

First Time Playing: Knave

Knave is a rules-lite tabletop rpg written by Ben Milton of Questing Beast (and available here). It's OSR compatible, incredibly easy to teach, and even easier to run. Between reading its seven-page rulebook, and rolling characters, you and your players will be dungeoneering and adventuring within minutes. For starters, it's a fairly standard d20+mod roll-over system (as in, roll higher than a target number). If you're experienced with Dungeons & Dragons 5e or Pathfinder, more than anything you're going to be spending more time unlearning things than having to learn anything new.
What I loved For being so lightweight, it's actually pretty hard to pick a feature that I love the most. Every mechanic and rule within the book has purpose and weight, and is balanced well within the system. Things just make sense. Each of its six traditional ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) share equal importance so there's never …

Burning Books

Please don't actually burn any books. It's just a dumb metaphor.

So What Is This About? For awhile now, I wanted to alter how I run both magic and magic items in Knave. I love the level-less spells. I love that they take up an inventory slot via a spellbook. However, as much as I love the trope, I wasn't in love with the idea of magic being restricted to the bookworm archetype who is forever bound by the weight of having to lug around an entire knapsack worth of books (I mean come on, that is pretty awesome). So, as a quick fix, and to open up magic spells so that any young adventurer can get their hands on them, as dangerous as that may be, I've done a little ritual of my own and conjured up this button:

Generate Magic Item

5e Subclass: Chaos Domain

Chaos Domain
Clerics that choose Chaos as their domain worship gods of different walks. Some worship Mystra, but believe that a mortal understanding of magic is incomplete. Some worship gods of trickery and deceit, believing that fully trusting in the divine can be a mistake. Regardless of who they worship, they share a belief that magic is all-powerful, and to handle it carelessly comes with many repercussions.

Chaos Domain Spells
Cleric LevelSpells1stChromatic Orb, Color Spray3rdAlter Self, Enlarge/Reduce5thGaseous Form, Blink7thConfusion, Polymorph9thAnimate Objects, Reincarnate
Bonus Cantrip
When you choose this domain at 1st level, you gain the prestidigitation cantrip if you don't already know it.

Channel Divinity: Fate's Gambit
Beginning at 2nd level, you can use your Channel Divinity to alter fate itself. Whenever any creature within 30 feet of you makes an attack roll, saving throw, or ability check, roll a D20 and use your result instead. You make this choice after you s…