Knights and Knaves
It's amazing how many kitchen uses there are for a sphere of annihilation.

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Knights and Knaves
It's amazing how many kitchen uses there are for a sphere of annihilation.
All I’m saying is, if it’s a dungeon fantasy and it doesn’t look or feel like watching either The Dark Crystal or The Secret of NIMH, then what’s even the fucking point.
Last night's #mabinogi #dungeon run was horrible! Yet fun and very strategic. Surprisingly, we made it out of #PeacaAbyss with just 3 people. Idk how but it took us goddamn 5 hours. 😭 . . . Never again! Not until we have a party of at least 6. It was a first but LUCKY as hell experience. And I needed to finish it for my #grandmaster bard, unfortunately. Blah. LOL 😂 @taku.mari . . #adventure #gamingadventures #nexon #dungeoning #mabifriends
Roleplayers please report to the DM’s office
A thought to share for fantasy settings that borrow from mythos with religious roots: to diversify the moral alignments of "divine” assets, perhaps it could be more accurate to describe radiance as sterile rather than righteous. Alcohol and bleach are used for sanitization, but they’re also hazardous to you. A lot of things that were considered purifying in the past turned out to have been disinfectants to varying degrees, and some of them turned out to be just as poisonous to us as to contagions. And there are contexts where they are necessary, because the alternative is too high-risk, but living in a sterile environment all the time also comes with health risks, especially when you’re still trying to develop tolerances to everyday contaminants.
This could add more dynamics to campaigns with ethereal/eldritch or holy/undead dichotomies. Radiance damaging a ghost may be irrelevant to the ghost’s morality, but that association between radiance and righteousness may still be behind a long history of wrongful condemnations.
Or, to flip it around, radiance may be compared to radiation. A lot of the world couldn’t exist without the forces generating it, but radiance itself is given a very wide berth because close contact or even proximity to it is so catastrophic on life and undeath alike.
In case anyone needs references for drawing cat-sized pets/familiars on their character's shoulder
The planes feel difficult to use as a setting for low level characters, but in revisiting the sourcebooks my impression is changing a lot. It's easy to use Sigil as a main locale, but the amount of places a level one party can adventure, experience the surreality of the planes, and still deal with appropriately difficult challenges are far more numerous than one might think.
Most of it comes from monstorus deity's realms. The bogs of bullywugs and lizardfolk in the Abyss, caves of kobolds in Baator, the goblinoid armies of Acheron, even the wildlife of the Upper Planes all give low levels not only the excitement needed to propel an adventure, but turn tropes on their head.
Traditionally, adventurers invading a bullywug lair is a dominating move, where the party almost certainly knows they have the power to deal with them. Subverting this, and taking the idea of a dungeon to a much bigger scale is where Planescape surpasses most settings.
No longer is the party wiping out a random encampment, but merely trespassing on one in a much larger, dangerous world, with a slumbering deity and all its followers waiting for trouble. It's one of many ways the grand scale of the planes effortlessly enhances the elusive atmosphere of a dungeon, which leads to memorable gaming and is more fun for a DM to work with.