Adventures in Space!!

★★
(playtested)

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Pit your iron resolve and chromium blasters against harsh planets, strange aliens and dastardly Villains. A very simple pulpy space game.

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Castle Ravenloft: A Very Young Crowd

★ ★ ★

Castle Ravenloft played with two- and four-year olds. Five to ten minutes.

Materials

Setup
Allow each player to pick a Hero (emphasize that the Heroes are blue). You should also play, both leading by example and because the kids . Place all Dungeon Tiles face down in a pile. Place the Start Tile face up in front of the players. Tell them to put their Heroes around the stairs. They will likely pick any spot on the Start Tile. This is okay.

Play
Play passes from one player to the next.

  • Move: If it’s your turn, move your Hero a few squares, preferably to a tile with an unexplored edge. If it’s a kid’s turn, ask them to move their Hero, but don’t enforce any limitations.
  • Explore: Draw a Dungeon Tile and connect it to the board, arrow facing the connection. It’s tough to enforce much beyond this.
  • Fight: If there aren’t any monsters on the board, or if desired, grab a monster and place it on the new tile. The Hero can then move to the monster (or stay where they are) and roll their dice. If any other player acts to move their own Hero to attack and roll their own dice, allow it. If any pluses are rolled, the monster dies.

Victory: A turn or two in advance, tell the players that the game will be over soon. When the final enemy is placed, repeat to the players that they’re about to win. When the monster is defeated, be sure to give the game a dramatic closing while beginning to put the game away.

Defeat: The only defeat is for you, if the players get bored and run off without helping clean up.

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Troll Son

An earlier sketch of the captive troll

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Troll Matron


The poor troll mother, bandaged and sour.

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SLURPS


(concept)

Play Slurps →

Ever wanted to be a prophet, handing out tenets from above? So would everyone else. Play a group of supplicants, each vying to make their commands the holy truth for all time.

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Anna, Bridge Knight

Likely my last 7 knights for 7 bridges image for the fourth feedback loop (i.e., initial post→first drawing→first chapter→Anna & the Captive Troll).

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Troll Captive

Another troll inspired by Judd’s written response to my troll image inspired by his 7 knights for 7 bridges post.

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Hel-Space Axewurm

One of my favorite regions of Sharth is Midgoth, where the Vanirium PsyLords hold an uneasy truce with the Council of Aesiroth, and all other sorts of ridiculous twists on Norse mythology. The best twist is the Hel-Space paradimension, ruled by Shub-Hel, the Flayed Queen-Mother, where the damned souls of Midgoth merge with Shub-Hel’s Lovecraftian spawn. For Sharth this usually means lots of eyes and armored tentacles.

  • Multiple Hel-eyes: Nethervision, +17% natural aim
  • Nidhoggite Skull +5 vs all metals save Valhallium. +2d10 to all skull-based damage

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Fungeon

★ ★
(playtested)

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Send your sea elf gryphon slayer and ogreling witch-hunter on a players only romp through a dungeon created on the fly. Roll Annoy, Pain and Thwack-o dice for glory, treasure, and xp!

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Ogre, Winter Exile

★ ★
(playtested)

Savage Outcast

There are few crimes among the mountain ogres; theft, bloodshed and cannibalism are all acceptable. Any ogre who manages to break taboo is caged and starved until the bleakest night of winter, when the cage is unceremoniously dumped before some dire beast’s lair.

Though the sentence is harsh, any survivors of exile are welcomed back after the first thaw. Some ogre leaders brag about their time in exile, a halcyon season spent in defiance of nature. Of these, a select few even bring back a companion: A barely-tamed dire beast.

Winter Exile Ogre Level 3 Solo brute
Large natural humanoid XP 750
HP 196; Bloodied 98 Initiative +2
AC 15, Fortitude 15, Reflex 14, Will 13 Perception +1
Speed 8
Resist 5 cold
Saving Throws +5; Action Points 2
Traits
Desperate Actions
The ogre does not roll initiative. It has set Initiative counts of 10 and 0, and it takes a turn on each count. It cannot delay or ready actions.
Standard Actions
Savage Fist ◆ At-Will
Attack: Melee 2 (one creature); +6 vs. AC
Hit: 1d10 + 3 damage, and target is pushed one square.
Flailing Fists ◆ At-Will
Effect: The ogre uses savage fist twice. If it hits the same target more than once, the target is dazed (save ends).
Stomp ◆ Encounter
Attack: Close burst 2 (3 when bloodied) (all creatures within burst); +4 vs. Reflex
Hit: 2d10 + 3 damage, and target is pushed 2 squares and is dazed (save ends).
Move Actions
Shake It Off ◆ At-Will
Effect: The ogre makes an immediate saving throw against a single condition.
Triggered Actions
Enraged Stomp ◆ Encounter
Trigger: The ogre is first bloodied.
Effect (Free Action): Stomp recharges and the ogre uses it immediately. Roll 1d6 for every square within the burst (including the ogre’s) which has an adjacent lower square. If the roll is 1-4, that square drops by five feet, becomes difficult terrain, and any creature in the square falls prone.
Skills Athletics +9, Endurance +9, Stealth +7
Str 17 (+4) Dex 12 (+2) Wis 10 (+1)
Con 17 (+4) Int 4 (–2) Cha 5 (–1)
Alignment chaotic evil Languages Giant
Equipment ragged furs

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