sketches for a game idea! #16
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sketches for a game idea! #16
material art, Circadia: Fanbook Special (Alvion / Sony - PS1 - 1999)
Werewolf
Overview: Werewolves are intended to be the sort of tank of the guild, despite their unusually low health. However, they do have natural regeneration in their wolf form to compensate. Regardless of what state they’re in, their damage output remains quite decent.
Weapons: Shot-revolver, Crossbow, Fists?, Claws (Beast form only) Shot-revolver is just a reskinned shotgun.
Special ability: Lycanthropy The werewolf changes into a bestial wolf-like form, gaining regenerative abilities and enhanced speed, but losing the ability to utilize ranged weapons. I’m still trying to figure out if this ability will need any sort of limited use on it, or if the fact that you can no longer use your ranged weaponry should be a pretty good payoff. I’ll likely implement a sort of cooldown between swaps regardless, just to prevent players from abusing it.
ATK - 6/10 | 7/10 DEF - 5/10 | 8/10 SPD - 5/10 | 8/10 RNG - 4/10 | 1/10 AMO - 5/10 | 1/10
(ATK = Attack, DEF = Defense, SPD = Speed, RNG = Range, AMO = Ammo capacity)
(Stats are used for a general idea of how the class plays. All stats are subject to change.)
(All abilities are subject to change. No idea is final.)
Two Sessions In
I'm quite pleased.
We're now two decent sessions in to ym Dragonlance 5e campaign and we've covered a good amount of ground. The players are successfully getting into the system, learning the background, etc, and I've been very pleased to see them react just right.
At this stage, having replaced the Innfellows entirely (those characters no longer existing in the timeline, the party have reunited after five years of wandering searching for evidence of the old gods still left in Ansalon. They reunite in Solace to discover not only they they have each found something. Each has a piece to a puzzle which leads them to Xak Tsaroth, fearful of approaching armies they have all heard are coming from the north. Armies of DRAGON-men.
Their first encounter with Draconians they found very interesting, and they were suitably very shocked when they started turning to stone or exploding! The party are now VERY concerned that those Draconians were pretty damn tanky to start with, and theres evidence of armies marching around.
Thankfully they were too amused by Fewmaster Toede, so he survives to annoy another day.
adventures in DMing, part 2
Fantasy Adventure Seeds
Here are ten seeds you can use to start your next adventure. Starter seeds can help when you haven’t had time to plan, or just need a jaunty side quest to get your players some extra experience, gold, or treasure.
Excerpted from Seeds Compilation: Fantasy I-V by Expeditious Retreat Press
1. The conquest of a neighboring kingdom pushes all the monsters and bandits from that land directly into the PCs path as they struggle to complete their mission.
2. The party awakens (this includes the whole party, even if there was a nightly watch as they mysteriously fell asleep) to find the campfire going and an old man sitting next to it. The old man is a powerful arch mage sent to warn the party about a growing evil in the mountains. An evil so old, nothing remains from the time of its creation. However, there is an artifact that might be able to force the evil back into slumber. The old man is familiar to one of the party members. However, they are supposed to be the same age. After proving to the party who he really is, the old man tells them of a cave not far from here where he went into the cave a man, but emerged a frail, shadow of his former self.
3. A ravening dire bear, usually a creature of the deep forest, attacks the hamlet of Japic. A corrupted wound found on its corpse explains the bear’s unusual behavior. Only the dwarves that live in the mountains beyond the forest have such weapons as to cause the wound. The PCs traverse the forest to find the dwarves expanding their territory at a furious pace, clear-cutting the forest below their mountain in order to fuel their expansion. The dwarves have found a particularly rich vein of mithral and are excited about the discovery. But precious ore is not the only thing they have found. Their furious mining has awoken dire creatures in the depths of the mountain; murderous beasts that begin to attack the dwarves. Worse, the stubborn dwarves are unwilling to admit their troubles and under the sway of a vengeful aranea sorcerer, the dwarf council rebuffs the party. However, there is a small resistance, which entreats the PCs to help them. These insurgents are willing to bargain: they will slow their destruction of the forest if the party will rid their hearth of its corruption.
4. A seemingly worthless trinket that the PCs find is actually the key to a massive gate to an infernal plane. Agents of both good and evil forces hunt the party for the key but determining who is what is not a simple affair.
5. A distillery explosion in a magically charged world is even worse than a similar tragedy in the real world. Not only does the highly flammable alcoholic sludge flood nearby buildings, possibly drowning those unlucky enough to be caught in its path, but the flood can have any number of arcane effects. Suppose whisky is only a sideline for a distillery that mass produces potions; how much worse is the accident then?
6. A young adult copper dragon asks the characters to help her track down a pair of behirs that are trying to destroy her eggs and drive her out of her new hillside lair. She must guard her eggs as the beasts have already made one attempt to enter her lair while she hunted. Luckily, the young mother returned in time to stop them, but now she is afraid to go out hunting and leave her eggs alone.
7. A courier arrives in town with a message for one of the PC’s. The letter is an official summons for punishment. It states that the PC has been found guilty of murder in absentia and been sentenced to death by beheading. The town where the summons is from is one where the PC has never been to nor do they recognize the victim’s name. The courier was also obligated to deliver a copy to the local constable.
8. While visiting the local tavern looking for rumors and tips as to where to head for the next great adventure, the party’s activities are interrupted by one of the bartenders who runs out from the kitchen screaming that monsters have invaded the basement. A group of goblin-kin that have been excavating tunnels under the town have accidentally broken through into the storage cellar under the tavern. Several creatures are now spilling out into the tavern’s basement to see what they can loot. The cavern system underneath the town is quite extensive and is home to an entire goblinoid tribe, as well as several of their unusual “pets”. Worship of a specific monster god (possibly of the orc, goblin, or gnoll patheons) by human and demihuman races has recently gained popularity in several major cities of the empire, with other long-popular churches loosing members at an alarming rate. A cleric from one of the party member’s religions requests that the character infiltrate the new church and learn what may be behind its rapid and unusual rise to prominence.
9. A nobleman has issued a reward for the recovery of his father’s sword, lost to bandits who sacked his outlying keep while he was away on a hunting trip. The brigands made off with the weapon as well as several hostages and other loot, retreating into the safety of the Forbidden Forest. Their leader also used a magical effect to erase their trail and none who have sought their hideout has returned.
10. A cold wind from the North has brought icy snow and blizzard-like conditions. Ships are frozen in the harbor. Roads are nearly impassable. And now rumors describe the sight of giants on the march. Could war be coming? The city’s steward has issued a call for adventurers to search out these rumors and confirm the threat. He also charges them with journeying to the western kingdoms to ask for the aid of his allies.
This dragon.....has a weird amount of potential and variety......this is going to be hard.