THE WHISPERING HOUSE
Two day ago, Scrypthouse ZLX-1197 reported receiving a strange signal. Since then the house has gone silent. You’re to escort and protect the maintenance team sent to fix whatever went wrong.
That shouldn’t be too hard.
Right?
A 16-page investigative adventure for Electric Bastionland and other weird adventure settings. Includes inspiration for making living houses and a list of lexical diseases to amuse and frustrate players.
(This is an updated version of ideas initially presented in Mysthead 3.)
BLACK HACK BRANCALONIA
Our current Monster of the Week game will be ending this January (when more serious professorship resumes for the GM). This means I’ll likely be back in the GM’s seat sometime early next year. So I’ve been prepping a new campaign. This one will be a Brancalonia game except I don’t actually think Brancalonia is a good fit for 5E D&D.
In a game of down and out grubby adventurers nothing should have over 50HP. The brawling rules are neat, but maybe not necessary when characters are lower powered. For now I’ve decided to use Black Sword Hack/Fleaux! as my rule set. My prep’s mostly been just making a list of backgrounds, NPCs, and random tables for the setting. The heavy lifting will reside mostly in capturing the right flavor.
The idea’s to run a Good, the Bad, the Ugly campaign. The players will learn of some great treasure in adventure one and have to cross the map to get to it. Along the way shenanigans will occur. The goal’s to have it last between 5-10 sessions. I might even allow a bit of PvP at the end, so we can have a good old fashioned 3-way stand-off.
I’ll post details as it unfolds. If folks want the prep documents, let me know and I’ll put together a free PDF to download from my itch page.
More to follow.
Auzomatic Cafeteria Temples & Cookbook
Does your roleplaying campaign need a good diner?
Do you ever wish you had a bunch of tables to generate strange sounding meals?
The Auzomatic Order is a religious order that follows the example of Auzomat the Great Worm that burrows in the crawlspace beneath the world. The order builds cheap eateries wherever the ectoflesh from the crawlspace breaks forth into our reality.
In Auzomatic Cafeteria Temples you will discover the history of the order and the layout of one of their restaurants.
In The Auzomatic Cookbook you will find everything you need to generate strange meals to amuse and confuse yourself and your players!
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!


















