Dungeon: The Howling Mine
Adventure hooks:
Deep beneath the earth, Miners seeking to find a new vein of ore in an old mine instead open a fissure and release a howling wind that seems as if it came from the very heart of winter. Our heroes overhear such a rumor while traveling, and should they investigate, they will find the mine has been evacuated as the chill has sealed off many of the tunnels with ice and threatened to freeze the miners where they stood.
If the party neglects the call to adventure, they will later on hear tell that the whole region around the mine has been blanketed with unseasonable snow and that the town elders are looking for folk with wits in their heads and courage in their hearts to suss out the source of this catastrophe.
Lore: What the miners actually discovered was infact the long buried tomb of a frost giant warcheif. Though the giants were long driven out of these lands, the tomb remained, buried by the slow settling of the mountains but still sturdy with the blessings of departed giant sages. Within the innermost halls of this tomb is a massive rune carved horn taken from the skull of a white dragon and capped with electrum, sitting upon an altar heaped with plunder. This horn was crafted by the warcheif as tribute to her ancestors, and it is their magic which blows through it to this day, summoning the ghost of the north wind to echo through the tomb for all time.
Challenges:
Though the party may have some experience delving abandoned tunnels and other such dungeons, the howling mine bares the added threats of a journey through the very worst of winter terrain: The constant wind muffles conversation and snuffs exposed flame, ice and snowdrifts block passages and obscure threats, and the creeping chill threatens to sap the life from the party’s bones should they attempt to rest without first finding shelter.
The cold has caused many subterranean threats to go berserk, forcing burrowing monsters and cavedwelling life into the party’s path. Likewise, the unchecked elemental magic of the horn has manifested several merphits and other monsters of ice into the tombhalls themselves, to say nothing of the traps and wards that they might encounter there.
A party that decides to brave the tomb, rather than just sealing it off will eventually discover the warcheif’s body, interred in a casket of ice along with her glittering raiment, weapons, and choicest plunder. Should the party desecrate her resting place they will slowly come to learn that the ice giants had little sympathy for grave robbers, seeing them as cowards taking unearned plunder. A curse will follow them forever after, bringing with it miserable weather, tireless and daunting foes, and a lingering chill that strikes at the very worst of opportunities. The only way to break this curse is to enlist the aid of a powerful caster, perhaps even seeking out a frost giant shaman.
some dnd backstory ideas that give your character a reason to leave home that isn’t “everyone in my family died.” (just to say: i have nothing against those backstories (i use them a lot), but its fun to mix it up!)
family/friends/personal
someone close to you is sick. you need to adventure to find a cure
someone stole something important from you and you need to find it
you’ve received a message from a long lost relative and are trying to find them
someone that you love has been kidnapped (maybe you have to earn money to pay a ransom or complete some deed…)
adventuring runs in the family! everyone is expected to complete one quest in their lives
your family/culture sends people out to complete certain tasks when they reach a certain age as a rite of passage
another player’s character saved you in the past so you feel indebted to them and travel with them, protecting/aiding them
there’s a magical drought in your hometown and you have to fix it
your hometown doesn’t have a lot of jobs so you have to travel and send money back home
some childhood friends and you made a “scavenger hunt” where you try and complete a checklist of certain tasks (ie. defeat a barbarian in hand to hand combat, steal x amount of gold, slay a dragon, etc) in an allotted amount of time
quests/jobs
a god/patron has sent you on a quest to do something for them
you’ve been hired by someone to complete a task (and you get sucked into the big adventure along the way)
you’re on a quest for knowledge. maybe it’s to learn the best ways of fighting, maybe it’s something more academic related
your priest received a vision from your god and they sent you on a quest
you’re writing a book about the world and different cultures and you need first hand experience
you’ve found every map you’ve come across is shitty, so you decide to become a cartographer and make your own
you’re a detective who helps solve crimes and need to travel to solve a particular case
you’re a collector of a certain object and travel across the land to find it
you’re apart of an adventuring academy and have to complete a quest to graduate
you’re an artisan and you travel with your wares, trying to sell them. alternatively, you’re trying to spread word of your business and gain new business partners
you worked at a tavern your whole life where an old bard would sing songs of their adventuring party and that inspired you to go and do some adventuring of your own
feel free to add some of your own!
Your party presses through the veil of sleet, and every step you take feels like a struggle. You are fighting the very wind itself, and the frost covered bones and crumbling ruins you’ve passed serve to remind you that standing still in such weather is a death sentance. How did you get here? What need could be so great as to climb these perilous peeks? The hole in your memory shocks you enough that you nearly lose your friends around a bend in the path. Catching up to them, you see it, battlements only visable against the rock and the migrane colored sky by their sheer scale. A castle, and perhaps a chance to get out of the cold you’ve been trapped in for so long.
Setup: There are many dread domains, each one a nightmare prison built to contain a great evil. This one is a labyrinthian tangle of pathways through a jagged mountainside, reflecting the final hours of a bloodthirsty margrave who spent hours fighting though a winter storm to return home, only to discover that all his cruelty had been in vain.
Sorrow, war, and misfortune are the ruling elements here, along with the horror of exposure and a chilling wind that hunts the party with it’s own malicious will.
Challenges & Complications:
Wretched beasts ride the skies of this domain, striking without warning or circling like stormbitten buzzards. The remnants of soldiers mummified by the cold shamble their way through patrols or wait in ambush, and always return to their station after some time after their clashes with the party. Those that wear tattered officer’s uniform even manage to remember previous encounters, and will plan their defenses accordingly.
Leaving the domain will require the party to trace a shifting maze of claustrophobic caverns, icy canyons, crumbling bridges and narrow switchbacks that what. as the “roads” of this domain. They possess their own sinister intelligence, seeming to know the exact right time to close or fail and drop the party into a new form of peril. Scaps of maps may be found hidden along the road like treasure, but these too are full of misdirections, showing no true path and seemingly only able to agree that the mountains they depict are called “The Sorrows”.
The castle in the heart of the ragged web of pathways is no shelter from the blizzard, as the cold winds pour from its open windows and echo through it’s echoing halls. This fortress is home to many terrible beasts, none more so than a screaming windstorm known as the Resounding Agony, which prowls the domain the way a shark might a reef. While not exactly intelligent, it will harry interlopers by alerting their pursuers, causing avalanches, and causing maddening fatigue.
Sorrowsworn and other shadowfell beats are drawn to the Roads of the coldhearted en-masse, and can frequently be seen clashing with the soldiers. This is quite unusual for a dread domain, but whatever unseen architect is at work here seems to allow it.
Keep reading
What are some ttrpg's on your game wish list? Ones that you'd want to play or plan to play (or maybe don't have time to). also as a side note your love for ttrpg's fills me with a lot of joy and reminds me why they're so special! : )
Inevitable: COWBOY KNIGHTS TRAGEDY this is number one i wanna play this so bad with a crew who will watch a few anti-westerns and arthurian films beforehand and fully commit to the tragedy aspect (big bold decisions if you know it ends in tragedy!) oh my god this specific flavor of game appeals to me a little too specifically
some kind of horror game. VTM, Curse of Strahd, Shadow of the Demon Lord, Call of Cthulhu, whatever lends itself to horror well. the horror genre is one of my favorites and i would so be down to play some good horror!!
MASKS as a PC!
and always more dnd.
uhhh I'm sure there would be other things but I don't know many ttrpgs off the top of my head. quite like ttrpgs. would very much like to play more. especially with a group of artists who will post dodoles and songs that remind them of characters and talk about them throughout the week and do psychological deep dives and theorize about the story and themes and and and
As war grips the land, a group of warriors band together to protect a population of displaced peasants and towsnfolk as they winter in an ancient mountain fortress.
Led by the veteran warleader Voadicia, the warriors have amassed a sizeable force of skilled fighters and eager recruits to their cause. Little interested in the goings on of the wider war, their group of holdouts has none the less attracted the attention of the embattled monarchs of the region, who see this rogue warband as a needless complication in their plans of conquest.
Quest hooks:
The party is made up of the initiate members of the warband, tossed together from deserters and aspiring peasants who wish to put themselves between the innocents in their charge and the horrors of the war. Their tasks are endless, scouting, exploring the reaches of the ruins, searching for more supplies. Should they cultivate a reputation as trustworthy and capable warriors, they will be brought into Voadicia’s councils about how best to defend their crumbling fortress, and what to do AFTER the war has passed.
Allied with one faction in the war, the party is sent to negotiate with Voadicia’s warriors after several raids are made on their patron’s supply train. With careful persuasion the warband could be turned from a liability into a powerful ally, if only the party can mind their manners against a disillusioned band of brigands, or get past the fact that their patron is Voadicia’s former leige lord, who would more than happily see her in irons or with her head on a pike as an ally.
Though the ruins the warband has taken as their home are said to have belonged to a line of forgotten kings, they are infact the last edifices of an ancient empire that spanned the continent and far eclipsed the development of the barbaric present. Vast treasures still remain undiscovered within its vaults, as do powerful artifacts of a forgotten age. Should they be discovered and put to use, it might just be enough to turn the enclave of warriors and refugees into a kingdom of their own, and Voadicia into a reluctant queen.
kind of obsessed with thesaurus dot com claiming that lover is a synonym for knight
Art by Tiffany "arty" Boother This month, truth compels me to write four subclasses. Every single one of them are completely new, and I'm polishing up the final one as we speak. This first subclass, the Spelleater (gmbinder doc here) takes a theme that is notoriously hard to execute (good at beating up wizards) and does as much as it can to actualise that idea: its benefits still completely deck most spellcasters, but they also work reasonably well against pretty much any foe there is. Antimagic Vigor is essentially the opposite of a barbarian rage (or rune knight's hill rune), and gives you a combat's worth of survival and ultra high saving throws vs magic. Spell Drain is my favorite part of it. You cause a bunch of creatures to succeed on a save against a spell being cast - but the spell can be from either friend or foe! Now you can work in tandem with other spellcasters to shape your allies' spells safely round the party, Or, you can just completely screw a lich over. Either way, you get to absorb the magic into your sword, and then unleash it the next time you attack. It's a really nice feature that makes them fantastic against spellcasters while still being handy elsewhere!
Some fun ideas for warlock pacts. You can see the rest of this series on my Kofi! I appreciate all tips.
THINKING ABOUT the merging of sailors and ship that takes place in the act of sailing & how the ship becomes more and more human and the sailors become more and more mechanism until at some point it perfectly evens out & their bodies are enmeshed to the point there’s one great seamless living Body with many parts. thinking about how if it’s a warship the wood of the ship is absorbing the blood and sweat and tears of the sailors and the sailors are likewise absorbing elements of the ship. thinking about how they’ve both got ribs
So today I want to talk a bit about what this game wants to be. In particular, I'm going to go over its key technical and artistic goals.
The Far Roofs focuses on immersive hidden world fantasy adventure. It's intended to offer the experience of a grounded, emotionally real base world attached to an idealized, fantastic "hidden world" setting.
One might say, the streets and buildings and houses of the game's world are basically our own. Above us, though, is a stranger, more idealized, and more fantastic place. It's hard to get to. It's dangerous. It's less grounded. It's full of wonder.
Those are the Far Roofs.
This divide exists to make the game feel as real as possible, if you want to go that way. That's part of what hidden world fantasy is about, after all---the idea that magic is here. That it's not in some distant alien land or mythic future or past.
It's here, if you want to reach for it.
(Now, the game is flexible enough that you can play "protagonist" types instead of realer people, and many traditional gaming groups will probably prefer that, but that'll mean getting less of that immersive effect.)
The mood the game is interested in is that feeling you get when you take a huge risk---move to a new place; try a new thing. The feeling you get in those times in your life when everything is alienated and wondrous and terrifying but there's also so much more *hope* than there was in the still times before.
It's a mood of being swept up and called forward.
This is, among other things, meant to be a game for people who've been beaten down or exhausted by the ... everything ... to feel that sensation of moving forward again.
To remember what it's like, why it's worth it, how to reach for it again.
It's meant---and I do understand that I am finite and flawed and this can only go so far---as a tonic and refreshment to the soul.
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Rules
The Far Roofs uses a 5d6-based dice pool system for day-to-day task resolution. It's relatively traditional and optimized for fast, fun dice reading. There's a loose consensus I've seen in RPG design circles that dice are for when outcomes are uncertain and both options are interesting, and I don't disagree ... but there's also this thing where rolling dice to decide is intrinsically interesting and fun, where it's fuel for a certain part of the brain.
This game tries to get as much out of that side of dice as it can.
You'll also collect letter tiles and cards over the course of the game. This is for bigger-picture stuff:
To answer big questions and to complete big projects, you'll either assemble representative words out of those tiles, or, play a poker hand built out of those cards. Word and their nuances express ideas and shape how outcomes play out; poker hands, conversely, just give a qualitative measure of how much work you do or how well things will go.
In keeping with this, the campaign is represented principally in the form of questions or issues your words and hands can address. Player/GM-created campaigns would be the same.
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Physical and Electronic Product
I wanted to put the print version within the range of as many people who might need that tonic as possible. That means that for this particular game, I wanted to cover the full territory that I'd normally cover in a two or three volume set (core rules, setting, and campaign) in a single 200-250-page volume.
In practice this means there's a guide and examples for constructing the setting, rather than a deep dive into a fully-detailed world; that there's a bit less in the way of whimsical digression and flourish than in the writing I'm known for; that there's minimal "flavor" text on abilities; and that the campaign presentation is pretty fast-paced.
Conversely, it means that the game should be easy to absorb and to share with other possible players, and, that the game and campaign in this one relatively small volume should provide enough content for five or six years of play.
The book will be 8.5"x11" with grayscale art, available in a limited hardcover print run and a print-on-demand softcover form.
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On the Rats
You'll see a lot of talk from me and others about the talking rats in this game. They're one of the jewels of the experience, and I think they're probably a significant draw just for being talking rats that are core to the game.
... but I'm going to hold off for now, because, to be clear, this is not a game of playing talking rats. It's just a game where talking rats and probably one of the top three most important setting elements.
I couldn't get that feeling I wanted of ... the base world being grounded realism; of the hidden world pulling you up and out and into a world full of magic ... with your playing rats, with your playing something so distant from the typical player.
So this is not a game of playing them.
They're just ... I like rats, and so I made the rats in this game with love. They're great ... whatever the equivalent is to "psychopomps" is for a magical world instead of for death ... and a way of talking about how in the face of the world, we're all pretty small.
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I'm really excited about this game; the playtest was lovely.
I hope you'll enjoy it as well!
The swirling blade glows with flame, imbued with powers of metallic magic powered by the genasi’s ancient ancestors. As she chops the treants to bits with her scorching magical strikes, the smell of bonfire reminds her of home.
I have always loved forge-based subclasses, and really I think only forge domain cleric currently does the theme much justice among official classes. I figured that sorcerer becoming a whirling gish of metal and magic seemed like a good way to start! The updated homebrewery link is here, while the permanent PDF of the above image is here. Hope you all enjoy, and please leave your comments and feedback!
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