Atalante’s Portable Megadungeon
Here’s a write-up of the greatest magic item of all time: Atalante’s Portable Megadungeon.
Knights check in, but they don’t check out!
And yes, it’s based on the Knight Hotel from Orlando Furioso.
If you want all this in a PDF version, you can find one free here on my itch page.
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Atalante’s Portable Megadungeon is a large, roughly rectangular carved stone.
- The Stone: The stone is portable, but heavy, as large as a thick tome. It is a bulky item. When placed on the ground outdoors and the command word is spoken, the stone’s spirit instantly creates an illusory megadungeon.
- Megadungeon Appearance: The megadungeon’s exterior appears as an ancient imposing fortress. The gate is open and unguarded. The megadungeon’s interior is an endless array of rooms, corridors, halls, towers, and courtyards that unfold before its unwitting prisoners.
- Illusion of Heart’s Desire: The stone’s spirit can discern the heart’s desire of anyone within the dungeon or within sight of the gatehouse. The spirit can generate the illusion of a humanoid foe carrying whatever this desire may be deeper into the dungeon.
- Entering the Dungeon: Anyone who passes beneath the gate falls under the spirit’s spell and will not be able to find the gate again without a guide unaffected by the illusions.
- Heroes check in, but they don’t check out: At any given time there will be 2D12 prisoners already trapped within the megadungeon.
- The Megadungeon is inhabited: The spirit creates illusory foes. The creatures are unaware that they are illusions and behave as if they were real. They will have factions and regularly intrigue against each other.
- Cruel, but not Evil: The spirit has no desire to kill its prisoners or see them killed. Its job is to keep its prisoners trapped inside for as long as possible. Prisoners of the dungeon can take damage but can not be slain by an illusion while in the dungeon. The spirit will also use illusions to keep prisoners from killing each other. Food and drink can be found by those trapped inside.
- Immunity: The stone’s owner is immune to its illusions and can locate and move to any individual trapped inside in a single round. Individuals immune to illusions can recognize that the megadungeon and its inhabitants are not real. However the illusions behave as if they were real when encountered.
- Escaping the Dungeon: It is impossible to escape while under the spirit’s spell. However if one is unaffected by its illusions and can find the stone in the gatehouse and expose its arcane mark to sunlight, the spirit will take material form. If defeated in combat, duel of wits, or any sort of contest the spirit will dispell the illusion and the megadungeon vanish. All prisoners will be freed instantly with full health. The spirit can not be summoned again for a month and a day.
Enjoy!
Scrypt: A Lexical Fungus
It’s been a bit. I’ve been lazy. I’ve also been working on another issue of Mysthead. I might also have started to post some game stuff to itch.io. Mostly bespoke classes for Old School Essentials and an adventure.
One thing I want to add to my game table are condition cards that impact roleplay as opposed to mechanics. One inspiration was the card game The Grizzled, but I’m sure it’s been used elsewhere. So I took that idea and mushed it with the notion of what if languages could be infected with astral lichens and, lo, scrypt was born!
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Scrypt is a living language despite being millennia old.
A remnant of the wars between the proto-gods, scrypt thrives like a linguistic lichen within the fertile soil of other languages. When one reads scrypt the words remain inside the mind. This can allow an untrained person to cast spells. However, it may also allow suggestions, enchantments, and worse to take root in the minds of the unwary. More importantly, scrypt attracts aetheric parasites when not maintained properly. Using scrypt is not to be done lightly.
Beware of scrypt-skull!
After every use of a scrypt-carrying scroll, the user must make a WILL save. If they fail, consult the table below. Effects last D4 hours.
(Give a reward, XP, fortune point, whatever, to players who make a valiant effort.)
- Jobberknowl: All nouns must be reversed when spoken, ie “knife” becomes “efink”.
- Dretched: Replace the first syllable of polysyllabic word with the prefix “dretch-”
- Coranto: Speaker must knock twice at the start and end of every sentence.
- Imbrangle: The speaker must start every sentence with “Imbrangletanglemangle…”
- Zelant: The speaker must include at least one blasphemous phrase in every sentence.
- Nullfidious: The speaker can only answer questions in the negative, although they believe they are answering accurately.
- Grudgins: All nouns are replaced with names of prepared foods like “pickled herrings” or “sliced ham”.
- Javeljaum: Classic spoonerisms, swap the prominent sounds of close words.
- Igniferent: The speaker must discuss the flammability of every noun they mention when speaking.
- Stelltwire: Speaker must replace spoken nouns with words that rhyme with the intended words.
- Colsleck: Speaker inverts the syllables of words when speaking.
- Chrysopo: Speaker appends the syllable -opo to every syllable they speak.
- Cinqpace: All numbers are increased by one, ie “Anyone for tennis?” becomes “Anytwo five elevenis?”
- Xeriff: The speaker gains a fluent knowledge to a centuries outdated legal code and references it constantly.
- Saltimbanco: The speaker turns every conversation into a sales pitch for Saltimbanco, an invigorating health elixir.
- Katexoken: The speaker will only speak if addressed as royalty.
- Dogbolt: Speaker must add -og- before each vowel in a syllable.
- Nist: The speaker can not remember the exact name for any item or person.
- Haqueton: Speaker drops the first letter of every word.
- Yblent: Speaker must shift vowels one place to the right (“a” becomes “e”) while speaking.
And that’s that. My goal is to get the rest of the zine done before December, which I am on track to do. That’ll be over on my Patreon when it goes live. There’s a poll there now to determine next year’s old weird book to read.


