k-wright

it's a dodheckahedron

  • they/she

ttrpgs with a side of game dev. back of napkin worldbuilding


Room - Miraculous Find - Armour

To the west is a dead dwarf.

Doddot knows this, though she's yet to explore the dark caverns that swell to the west. Her lantern glances off drawn flesh and still-shiny metal.

Nerves steeled to face whatever may have killed them, Doddot sallies forth.

The cavern is nearly empty, though it smells of cool water and furled sod.

Coming to the corpse Doddot realizes two things.

First, that's not a dwarf. It's dwarf-sized, sure, and roughly dwarf-shaped, but it's not a dwarf. In fact, Doddot doesn't know what it is.

Second, that's nice armour. Like, really nice.

She shakes the cadaver out of it like she's shaking a foot free of pins and needles. It crumbles to dust, and so Doddot never again has to ask herself that quailing question of identity.

The armour won't fit her. It's close, but thanks to Hamgard's lovingly and increasingly palatably prepared meals, she's packed on a few pounds.

Shame.

Fortunately, there's an alcove not too far ahead. Excited to see what another enormous tongue might do to the armour, Doddot rushes over to find it empty. A stone alcove, with a stone table... It's disappointing, really.

At least she has a safe place to leave the armour until she's ready to ascend again for one of those meals.

She sets the armour on the table and it transfigures immediately into an altar. A bloom rushes out from the armour, a spindly network of germination beginning to sprawl outward. It is followed by an immense pelting, where the cave grows soft with moss and mushroom.

"Neat. Magic armour. We should get a cleric."

Doddot forges on, bodies swelling into fruit behind her.

The botanist Mage has a cousin devoted as much to plants as worships. Receiving an invite some days later, they hang up their cincture at the monastery and scurry for the Dimmorc hold. The next time Doddot passes the shrine, they look up from tending their mosses to wave cheerily.

To the west is a live dwarf.


Summary

  • ๐Ÿƒ๐Ÿ”ด - Miraculous Find - Blessed (2, Build Shrine over at 2x value) Armor of Creation (create a 2-square forest where it is put down, for 20 Resources per turn)
  • Laid down the Blessed Armour of Creation - a two-square forest grows, +20 Resources per turn.
  • Built a Shrine around the Blessed Armour of Creation - Level 6 trap.

The Hold

Buildings

  • Library - 5/5 Mage Occupancy, Good Magic: Nurse's Sigil (when Units move through this square, they recover all of their STR).
  • Kennel - 0/5 Hounds or 1/1 Conquered Worm (STR 35), can tame creatures.
  • Kitchen - +50% STR to units housed in adjacent squares (current: Kennel, Library).
  • Forge - 0/1 Cannon Occupancy, can build traps.
  • Treasury - +50 Trade Goods Storage Capacity
  • Blessed Shrine of Fortified Creation - 1/1 Cleric, Passable Level 6 Trap (60 STR).
  • Formations

    • Natural Magic - Good Magic: Pawtral (May pay 5 Trade Goods to roll 1d4. Rolling a 4 gains a friendly Sabretooth, 20 STR + 2 movement, spawns from Kennel during combat. Also, lovable cats.)
    • Natural Magic - Good Magic: Passage of the Deep (A portal to a lower room appeared.)
    • Volcanic Shaft - Dormant. For now. Intersects river of magma. Rule of cool: erupts on both floors.
    • River of Magma - Liquid. Doesn't do anything. Intersects volcanic shaft. Rule of cool: erupts on both floors.
    • Blessed Forest of Creation - +20 Resources per Turn

    Remnants

    • Wishing Well - May play 10 Trade Goods to roll 1d2. 50-50 Good v. Bad Magic on result.
    • Abandoned Mine - Dormant. Forever?
    • Underground Forest - +2 Resources per turn or can be felled for a free room.

    Resources

    • Resources - 4/50 - ( -20 for Shrine, +4 from Underground Forest )
    • Trade Goods - 35/100 - (-8 for Cleric)
    • Soldiers - 4/X - 5 STR
    • Mages - 5/5 - 4 (+2) STR
    • Cannons - 0/1 - 30 STR, 1/fight
    • Conquered Worm - 1/1 - 35 (+17) STR
    • Druid - 1/1 - Can tame Large Creature without fighting it, is spent after - a new Adventurer needs to be recruited.
    • Cleric - 1/1 - Activates the Blessed Shrine of Fortified Creation, +5STR to Adjacent Units - 1 STR

    World Notes

    Dramatis Personae

    • Doddot Dimorc - The ostensible protagonist mining the caves beneath her family hold. A bit dim herself.
    • Hamgard - The chef! He's never been a chef before, but he's figuring it out quickly.
    • Sandwich - Doddot's gross white cat, hatchling of the Pawtral magical room. He accompanies Doddot on her adventures.
    • Stump - The first Adventurer to take up residence in the Dimorc hold, she was drawn by the rumours of a huge earthworm. She too wants to tame a large worm, and fantasizes of riding one off into the sunset.

    Historical Events

    • The Cat Fight - Doddot's first significant military victory, a skirmish that took place in the Pawtral magic room. Mages and Soldiers bravely fended off an onslaught of handymen, using the ladder as a chokepoint.
    • The Felling of Warmaster Donir - The first ancient monstrosity slain by the dwarves of Dimorc hold, Warmaster Donir was slain by an unbroken line of mages. It serves as reminder of the terrifying potential of magic to this day.

    Takeaways

    • This time, we're macrodosing good fortune. This game is being entirely too kind to me. That being said, this game is pitched as a cozy/relaxing game - this might be the standard play, but I feel like I've been getting extremely lucky with my good/bad rolls and my draws broadly. I stole a glance at what the black Joker will do and it's nasty - certainly nastier than a virtually free level six trap.

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