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#adventure ideas
honourablejester · 2 years
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Idle thought for a Spelljammer adventure:
One of the cartoons that defined my childhood was The Pirates of Dark Water, which was about … well, the intro explains it pretty well:
The alien world of Myrr is being devoured by dark water. Only Ren, a young prince, can stop it, by finding the lost thirteen treasures of Rule. At his side is an unlikely but loyal crew of misfits. At his back, the evil pirate lord Bloth, who will stop at nothing to get the treasures for himself. It’s high adventure with the Pirates of Dark Water!
This show seriously shaped a LOT of my views of, say, planetary romance, science fantasy, etc. The explicitly alien but extremely fantasy world of Myrr, plus pirates, really did a lot for me as a kid. And I still adore the concept of the Dark Water itself, this vast, creeping corruption of an oceanic world, this sentient acidic oil slick that corrupts and converts other things into itself. Or just devours them.
And I’m just … I look at the Dark Water now and a bit of me sees an ooze. Specifically, an absolutely gargantuan, globally spreading black pudding. A seed of Juiblex, maybe, a particularly intelligent and sentient and titanic black ooze, with maybe quite a few of Juiblex’ resistances and regeneration, who is seeking to spread across the world for the Faceless Lord and remake it in Juiblex’ image.
And while Myrr and that idea would make an excellent planetary setting for D&D as well, I feel like there’s also a thing you could maybe do by transferring it to the Astral Sea. It is, after all, fully Spelljammer’s vibe. You’ve still got the ships. You’ve still got the pirates. And there’s plenty of eldritch shit knocking around the Astral Sea.
Maybe that’s how the Seed of Juiblex became so powerful and intelligent, because the psychic winds of the Sea imbued it with knowledge and sentience and possibly magic, all of which combined with the endless hunger of Juiblex to create a terrifying threat that seeks to devour everything the Sea touches. And the Faceless Lord sensed it and was pleased, and bestowed further gifts to strength it, delighted by its miasmic presence in the Sea.
Just picture it. You’re sailing the vast silver void of the Astral Sea, the guardrail of your ship under your hands, your sails proud and arched above you. Suddenly you see something in the distance. A darkness. A vast, rippling obsidian shape. A colour pool, you think. It has to be, at that size. One of the black pools to Limbo. You think to say something, but already the helm has moved to avoid it. You’ve no business in Limbo right now.
But even as you turn, you realise that the shape has rippled. Moved. You realise it has turned to follow you. Whatever this is, it has sentience. It has will. It’s not a colour pool, it’s a creature. As large as the ship and larger, and it’s not slow either.
Maybe you escape. Maybe you fight it. Maybe you win. But when you next make port, you the hear the rumours spreading. You’re not the only one who saw such a thing. There’s a corruption, out there in the Sea, and it’s growing. It’s spreading. It’s not one creature. It can’t be. So many have seen it, or something like it. And some … have seen something bigger. Not the size of a ship, but the size of a city. The size of a port. A vast, obsidian blackness, spreading out across the silver sea, that whispers and speaks. Of hunger. Nothing but hunger. A vast, gnawing, incomprehensible hunger.
(I love oozes. I love oozes. Juiblex is as eldritch as anything the Far Realm could come up with)
And it cannot be destroyed. This vast, parent blackness. All the firepower of some of the greatest spelljamming vessels have died trying. If there’s a way to stop this, it has yet to be found. But someone, somewhere, must know how. This is the Astral Sea. There must be some fragment of a dream, blown by a psychic wind, that details how to defeat this creature. Some archive, that holds the knowledge of what this thing is, what it springs from, what force empowers it. And how to decouple it, how to detach it from the strength of the Faceless Lord, before it grows large enough to devour cities and ports and perhaps even planets whole. Some artefact, maybe, or artefacts …
I’m just saying. If, like me, you grew up with the Pirates of Dark Water. If you grew up with that space fantasy vibe. Spelljammer looks like such a good opportunity to live out the dream …
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darklordazalin · 1 year
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How have you used Azalin in your campaigns?
I'm currently planning a Ravenloft game and would love to use him as the main villain for it.
So, it depends on the campaign. I often use him as the main villain for campaigns that span across multiple Domains as his scheming often impacts the entire Core.
For example, I am currently running a game in which the characters are searching for the five fragments of Ezra’s shattered shield. Each piece of the shield has its own power associated with a Cleric Domain of Ezra’s and many of the faithful of Ezra believe if her shield is reforged it would not only have the power to protect one against the Legions of the Night (Ezra’s fancy term for the many evil creatures found in the Ravenloft setting), but control the Mists themselves. Azalin, naturally, is very interested in such an item. To control the Mists may allow him to escape, but he also wishes to use the Shield to destroy the Shroud around Necropolis and deal with ‘Death’ once and for all.
In this campaign, Azalin is mostly manipulating things in the background to ensure the characters are able to locate the various pieces of the shield. I plan to have him eventually reveal himself through Kargat agents that may or may not beat the characters to one or more of the shield fragments. He plans to acquire at least one for himself and offer to assist the characters in reforging it – he does have the means, after all and is one, if not the only person with said means.
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I’m actually working on a campaign set entirely in Darkon at the moment, but I won’t get into how I’m using him for that one as a couple of the players for it follow me here. However, here are some ideas on how you can use Azalin in a mostly or solely Darkon campaign:
1.  Azalin isn’t really the type to deal with adventurers head on unless he has to, but he certainly is the type to manipulate them or even hire them into working towards his own goals. He easily can offer many things to a new group of adventurers in exchange for service. There’s the obvious gold, but he can also supply magical items, arcane tutelage, and a vast array of knowledge. Essentially, it would be a simple matter for him to determine what each character desires and offer it as payment. In doing so, the characters are indebted to him and perhaps some become loyal.
2.  Since Azalin’s curse is to not be able to learn new spells,  another way you can use him is to have him test potential Apprentices. He can set up tests of scholarly studies, complex puzzles, and deadly magical experiments and ensure they cross path with these potentials. Though, this obviously requires some sort of arcane caster in your group.
3.  If you want a more hands-on Azalin, I recommend taking advantage of his ability to use his almost impenetrable illusions to appear as anyone. It is true that he typically only does so to appear as he did in life, but that does not mean he is limited to doing so. Whatever illusionary form he takes on, he could use to work directly or indirectly with the party.
4.  You can assume that if a group gains Azalin’s attention, he knows their every move and is always one or more steps ahead of them. He can scry without being detected thanks to his special scrying orb that was made by the Three Hags of Tepest using a spell of Azalin’s own design and a shard of crystal taken from Bluetspur. He can see through the eyes of any of the undead in his Domain and there are a LOT of undead in Darkon. He also has Kargat spies everywhere – the Kargat are mostly made up of lycanthropes and vampires. And then there’s also the fact that he can freely delve into the minds of anyone in his Domain.
5.  If you wish to lean into Azalin’s motivations, his main one is to bring his son (Irik Zal’honan) back to life so he can have a second chance to raise him into the perfect heir. Read “perfect heir” as the tyrant Azalin became over the years. It is because of Irik that Azalin works to escape Ravenloft. He believes if he is able to break free of his prison, then his curse will be removed as well and he will finally be able to learn the spell to bring Irik back.
6. His second lesser motivation is his hatred of Strahd von Zarovich. He blames the vampire lord for causing the events that formed the prisons in the Mist and believes Strahd and Barovia are the linchpin that holds the Domains in place. If Strahd is somehow, permanently removed, Azalin theorizes that it may free them all.
7. Despite his curse, Azalin knows a ridiculous amount of magic and has become very creative with what he knows in order to work around the curse. The adventure “From the Shadows” has him collect adventurers’ heads, place them in magical jars, then send them back in time to collect a specific item for him from Strahd’s castle.  If they fail, he sends them back over and over until they succeed, which is also pretty hilarious. So, get as creative as you want. Azalin can set up a group to experience some rather wacky adventures.
I could go on, but I think I’ll leave it at this before I write an entire dissertation on how to use Azalin in your games :D
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redwizardofgay · 1 year
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Given recent events, I find myself strangely inspired by the idea of a once powerful nation whose institutions have been seized by an undying vampire gerontocracy which feeds on the blood of younger generations.
The vampires were the last scions of the old order, whose greed and pride saw the fortunes of the empire crumble in time with their own failing health. Rather than meet the challenge they had made for themselves, or surrender the reigns of power to younger folk more able to do so, however, the elders performed a dark ritual to grant themselves eternal life. Now, they reign as the immortal sovereigns of a long-dead empire, sustaining themselves on the life-blood of their descendants who live lives of terror and poverty until some great band of heroes show and shake things up.
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gravitycoill · 7 months
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lil comic i’ve had in my head for a bit
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wasyago · 2 months
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Can you draw that snail? You know the one who got out of Grian's power and started to eat Gem's lighthouse?
little guy <3
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alternatively: big guy.
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bab-boojlood · 4 months
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The Superior Yet Commonplace, Run-of-the-Mill, Ordinary, Predictable, Quotidian Carnival and Sideshow (Perfectly Mundane and Not Peculiar)
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There is a carnival that's alive, and it's wandering around the woods at the edges of Green Sea.
The Quotidian Carnival travels from place to place, enticing townsfolk of nearby settlements and passersby to attend its performances, no two ever the same. Its workers put flyers around various places to attract as many guests as possible. For the workers, more guests mean more money, and the possibility of eating that week. Strangely, there are few to no hands that help to set up or pack down the Carnival, and no cut of the money for the performers, meaning not only is the Carnival cheap, it brings a decent living for the obligatory but small security team on hand, and their ringleader.
Of the many figures who live and work alongside the Carnival, none are more unusual than Alexander Trelawny, a rundown old bum and alcoholic who acts as the would-be ringleader of the show—and quite an act it is indeed, as Trelawny capers with all the enthusiasm and eccentricity customary of his office. Trelawny is relied upon by the Carnival to not only introduce the show and its acts to the audience but mediate the inevitable disputes that occur with the locals wherever the Carnival goes. Invariably, townsfolk would complain: sometimes of stolen goods, other times of fights with out-of-towners, and more rarely, of missing people. Invariably, Trelawny is sent to town to negotiate, to placate, or to plead, while the Carnival made its getaway. Every time, Trelawny would slip away and meet up with the Carnival shortly after.
Despite these frequent partings, Trelawny is incapable of leaving the show out of a misplaced sense of guilt and insecurity, that he would not be able to survive on his own without the proceeds from the Carnival, while at the same time resenting it for reducing him to a shell of a person, and for the fact that his own keepsake, a PLOT RELEVANT THING, is still somewhere inside that tent. His only joy is when he forgets himself during a show, or when he manages to entice a fine bottle into his wagon. What Trelawny does not know is that he is only the most recent ringleader in a long line of them, plucked from the roadside or the enraptured audience mid-performance. As it happens, the Carnival is in the market for new representation.
It isn't just Trelawny who has been stolen from, either. The Carnival has a penchant for nicking sentimental things. The latent magic invested in something so suffused with emotional significance is a delectable meal to many magical beings, and this Carnival is one such creature. Once a kind of Quori, the Carnival has over centuries remained in the form of an enormous purple tent. Within its body, it can project images, sounds, smells, and sensations to anyone inside, and after so long doing so, it's become quite good at it. It subsists upon nostalgia, memory, and yearning, and when it encounters an object imbued with enough of it, the Carnival keeps it, consuming the sentiment within and sustaining itself. If it encounters a person sufficiently lost in the future or the past, it might collect them too, making them a part of their audience until those strong feelings are reduced to spindrift, ejecting them out at a later date, potentially decades later.
Notable Points:
The Quotidian Carnival has built its essence around a seed, the original object the Quori managed to take, and if this object is discovered, the Quori will turn inside out and back again before disappearing to the Astral Plane, leaving everything its accumulated behind. This seed can be anything you like, but it's the only thing that can't be removed, and therefore must be cloaked, hidden, duplicated, or protected.
Trelawny is an unreliable figure who may try to help the party if he really believes they can undo this mess, though he doubts it. He doesn't have much to gain by turning them in, but he is careless, drunk, loud, and absolutely an exhibitionist.
The earlier the partier visits the Carnival, the less likely it would be that they would have keepsakes or sentimental valuables. These are definitely the best hooks available to rope them into things.
The interior of the Quotidian Carnival can easily become something between a dungeon and a nightmare, depending on how concerned it is about the figures within. It can't define intent, and its attention is stretched keeping up appearances, particularly during shows. If it senses the party somewhere theyt shouldn't be, or messing with things they shouldn't touch, it is capable of manifesting very real threats to deal with them, as well as changing the internal environment of the area.
Hooks:
The party encounter a confused middle-aged man in a small town who seems to be very distressed about the year. He seems uncertain whether he fell asleep for 40 years, or whether he is just dead. He says he woke up near town, but that the last thing he remembers is seeing a show at the Carnival
A scuffle takes place in a tavern (perhaps with the edgy toughs from the show's security) or someone else, and the people in the bar reveal their resentment for the visitors, saying things have been stolen. One person in particular, a local magistrate, is offering a reward for the return of his item.
The party discovers a flier for The Superior Yet Commonplace, Run-of-the-Mill, Ordinary, Predictable, Quotidian Carnival and Sideshow (Perfectly Mundane and Not Peculiar) on a tree, saying that it only costs 2 copper pieces to see a show that will at the very least pass the time.
Loots:
The Quotidian Carnival is filled with a lot of things, shunted into a pocket to the Astral Plane inside the Quori's "body," and not all of these items are mundane keepsakes. Among the lost items can be any number of useful plot items, relics, or magical items that were meaningful to their long-gone bearers.
Additionally, any lost or missing people that might be needed for information could be deposited like a Gogurt wrapper nearby, in some kind of exchange with the Quori (good luck with that), or by killing it.
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1-50thofabuck · 4 months
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By request, notes and room descriptions from a past adventure: Mage Island
As the opening of the doc explains, [t]he following are notes and outlines for my personal use, running an adventure wherein PCs are exploring a small magical university on a similarly small island. The goal was to find information on the Rod of Many Parts, which I had introduced into a campaign taking place in an expanded Thunder Rift, which was placed in the mountains to the east of Darokin.
More details can be found within. Let me know if you use any of this in your own games, I want to hear about it!
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smokestarrules · 8 months
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gotta say I am a huge sucker for how Adventure Time will sometimes just cut to Princess Bubblegum doing something extremely morally dubious like cutting off a tiny person’s limbs with scissors and then sticking those arms and legs onto another tiny person’s limb stumps but then she'll turn around and go like "Good morning, Finn! Are you ready for a sploinking day?" and whatever atrocities she had just been committing will Never be brought up again.
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time-woods · 7 months
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you cant tell me he wasnt holding back any comments
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stilitrash · 8 months
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The dynamic I never knew I wanted but definitely needed
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burnpyygmalion · 7 months
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SAME AS IT EVER WAS
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legionofmyth · 9 months
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Rifts World Book 15: Spirit West - Adventure Ideas
🎲 Unleash your imagination in Rifts tabletop RPG! Discover thrilling 'Adventure Ideas for Rifts World Book 15: Spirit West.' Forge epic quests and explore the mystical frontier! #Rifts #TabletopRPG #SpiritWest #PalladiumBooks
Rifts Ultimate Edition Rifts First Edition Rifts World Book 15: Spirit West – [PDF]Unleash your imagination in Rifts tabletop RPG! Discover thrilling ‘Adventure Ideas for Rifts World Book 15: Spirit West.’ Forge epic quests and explore the mystical frontier! Explore the captivating world of Rifts with World Book 15: Spirit West by Palladium Books. Immerse yourself in a thrilling adventure set in…
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stoopidstapler · 9 months
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SO IVE BEEN GOIN INSANE SINCE THIS TRAILER DROPPED. JUST. SIMON. SIMON. SIMON.
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quirinah · 2 months
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she dun on my geon till i meshi
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myosotisa · 6 months
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‖ tags: smut, somnophilia, size kink, p in v, praise kink
‖ word count: 380
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the two of you have had sex 3 times and you've never been able to take all of him because you just get too in your head about how huge he is. he's so patient with you, never rushing you, prioritizing your comfort over anything else. making suggestions to try to make it better, or saying he'll just fuck you with half so it doesn't hurt you, or that the two of you don't have to do anything at all if you don't want to.
you feel bad, self conscious, slightly ashamed, apologetic. he assures you it's more than fine, sex with you is amazing even if you can't take all of him. but. he knows it's all in your head. he knows your body can take it. he asks if you trust him and of course you say you do.
you wake up on your stomach, naked from the waist down and your shirt rolled up to your armpits. it's hot and sweaty and disorienting but holy shit what is that feeling?!
"there she is," he says in a deep voice, rough from how quiet he's trying to be. "good morning beautiful"
you go to say good morning back but it's cut off with an unexpected moan, a feeling deep inside you shifting. "feel that?" he murmurs, sounding a bit cheeky but so utterly pleased. to make his point more clear he rolls his hips, adjusting his thick cock inside you, and holy fucking shit he's balls deep.
"knew you could take it, baby," he says proudly when you gasp, fingers twisting in the sheets beneath you. he pulls back an inch or two and pushes back in, your back arching as you let out a choked moan. he's so deep, you've never felt anything like this before.
"just had to take your big, nervous brain out of the equation. knew it the whole time - your pussy was begging for it, crying for it. and now you're soaking me, sh-iiit, like you were made for my fat cock," he groans, continuing to slowly shift in and out of you, your muscles clenching around him on each drive forward. "so fucking perfect baby. just keep taking it like a champ and I promise to make you feel so good you'll never worry about me fucking you like this ever again."
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inkclover · 6 months
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redrew some ep4 scenes for funsies 🟨🌟
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above be the screenshots referenced…
and some sketches!
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above be a scene from Come Out Of Your Shell that i rlly like, made me cackle out loud /gen
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