Steal [Our] Idea: The Temple of Dosh-Grub – a five room dungeon with unique treasure

Six of us in The Gollicking posed a friendly challenge: we all choose a single item from the WTF Is My Ridiculous Magical Item Generator we split into three teams and all built a five room dungeon out of it. All three of our dungeons were themed around this item: POWERFUL GOBLIN SKULL THAT STEALS COINS WHENEVER YOU REPEAT SOMETHING SOMEONE RECENTLY SAID.

You can get all three dungeons from the Reddit post linked above. /u/PaganUnicorn and I [/u/RexiconJesse] teamed up to build a glorious 5 room dungeon about ticks and greed called The Temple of Dosh-Grub.

Here’s the link to the google doc where PaganUnicorn did a fantastic job formatting it to look beautiful.

Here’s the PDF of The Temple of Dosh-Grub for you!

The text only version follows below.

/u/Mimir-ion and /u/unkindnessnevermore made Holy Matrimoly!

/u/famoushippopotamus and /u/DeathMcGunz made A Skull Full of Coins.

Enjoy! And don’t get greedy! Continue reading “Steal [Our] Idea: The Temple of Dosh-Grub – a five room dungeon with unique treasure”

Steal My Idea: Cult: Nal’s Hand, on behalf of Neira, Goddess of Illusion (CN, Trickery)

For more on the Gollicking’s cult series, check out Bhaal’s Gentry, Hum Alshirih and u/Mimir-ion‘s cults: The Unanchored,The Order of the White Rose, The Chicanery and The Harvesters

Deity – Leira, Goddess of Illusion (CN, Trickery)

Cult Name – Nal’s Hand

Symbol – An eye with lashes looking to the right (or looking to the left if they drew it upside down)

Worship is a strange and subjective act. Loviatar seeks praise in pain. Bhaal feels his follower’s devotion through acts of murder. Tyr demands justice. But pain, murder, and justice only affect a small group of people with each act. Nal, the leader of Nal’s Hand, believes the worshiping of Leira, the goddess of illusion, should be a far grander and more public affair. Nal and her followers do not concern themselves with what is good or evil.

Continue reading “Steal My Idea: Cult: Nal’s Hand, on behalf of Neira, Goddess of Illusion (CN, Trickery)”

Steal [Our] Idea – The Red Sky Hydra: The Living Ship for GMs Who Like a Role-Playing Challenge

Thanks to fellow Gollicking members u/Paddywagon for writing Flannibal the Cannibal, and u/DwizKhalifa for writing Dirty Jones.In the city of Valtarin, a curse caused the residents to become animate objects. While everyone else was trapped within the city limits, the guards and prisoners in the dungeon near the edge of the ocean experienced a different fate. Rather than becoming separate objects, they all became different parts of the same ship. They alone have the ability to escape the bounds of the curse, allowing them to sail the high seas… when they can coordinate long enough to do so.The Red Sky Hydra is a two-mast merchant ship equipped with a dozen cannons. It’s figurehead is an eleven-headed hydra, and it’s serpentine body stretches down the length of the ship on both sides.

Steal My Cult: Hum Alshirih, on behalf of the God of Wizards

 

For more on the Gollicking’s cult series, check out The Order of the White Rose and The Harvesters by u/Mimir-ion

Deity – Azuth, God of Wizards (LN, Knowledge)

Cult NameHum Alshirih (hum ah-l-sh-ah-re)

SymbolA swirling length of hair with flames behind it

“Teach the wielding of magic and dispense learning throughout Faerûn so the use and knowledge of magic may spread.” – Azuth.

Azuth, the Lord of Spellcraft. The First Magister. Hand of Sorcery. His many names all contain the most common words for magic, truly making him inseparable from the craft itself. And that union of magic and the self is what Hum Alshirih strive to replicate. Most mages see magic as a tool. They can learn spells that aid them in some fashion. For Hum Alshirih, they wish to become magic.

Many people view Azuth’s religion as tradition-bound. So does the Hum Alshirih. Magic is about expanding, changing, evolving, and growing. No spell, no idea, no person cannot be made better with additional work. Hum Alshirih will forsake the old ideas when new ones allow them to delve deeper into making themselves into a truly magical being.

Continue reading “Steal My Cult: Hum Alshirih, on behalf of the God of Wizards”

Steal [Our] Idea: Birds – A New Type of Monster Manual

The Gollicking swoops in again! We’re doing an ongoing project where we take mundane animals and give them minor qualities that make them special. Not quite monster manual entries, but something that gives them a fun edge.

We started with birds, and you can find all of them here.

While you should check them all out, I specifically wrote the entries for crows, hummingbirds, geese, and seagulls. Editing was done by the poster and awesome user u/DeathMcGunz.

 

Twitter & Instagram: @RexiconJesse

Goodreads.com/RexiconJesse

Facebook.com/RexiconJesse

 

Full entries available if you click to continue reading!

Continue reading “Steal [Our] Idea: Birds – A New Type of Monster Manual”

Steal (Our) Idea: Arcane Weather

When magic is a part of the world, nature can get strange…

The Gollicking bashed our heads together and came up with a list of 50 random weather effects that have an arcane twist. If you want something unpredictable for your players to experience, give it a roll and have an effect occur.

Check out the whole post, but specifically, I did these:

Storm of Time: Storm rolls in, and in a flash, recreates the conditions the area was in six months before (snow covered, drenched in rain, drought, etc)

The Dracolich’s Wake – Rain possessing a sickly green glow falls from swift moving clouds. The necrotic rain will cause corpses struck by the rain to become animate zombies for 1d4 hours.

Hail of Lost Memories – Hail that takes 1 second of memories every time it strikes a person’s head. The hail ball retains the memories. If the person eats the hail, they will regain the memory. If the hail melts into the soil,it will cause a flower to grow there. Roses with larger thorns grow from bad memories, dandelions grow from neutral memories, lotus orchids grow from pleasant memories. Creatures with a 2 or less intelligence are unaffected.

Hurricane Wall – Hurricane that pulls water up from the ocean, making a circular, moving dome of high-speed churning water. Dissipates after being moving inland for 1d4 miles.

Mist of Misplacement – Arcane spellcasters have all of their spells randomly switched. All divine spellcasters lose special spells related to their god and gain the special spells related to their god’s natural opposite. Spells return to normal when they can arrange their spells again.

Uplifitng Sand – A sand storm so thick people can walk on it. Everyone moves as if they have cast levitate on themselves. Low visibility in the storm. CON save or be blind until treated. Goggles ignore the Con save.

Butler’s Day Off – Magical cloud gives everyone touched by rain an Unseen Servant for 1 hour

 

Twitter & Instagram: @RexiconJesse

Goodreads.com/RexiconJesse

Facebook.com/RexiconJesse

Steal My Idea: Should the GM Pass Notes to Players?

This post is part of a related thread: Player Knowledge VS Character Knowledge

Game Master (GM): The flames of the torch dims. The oppressive darkness of the dungeon pushes in. The walls feel closer. The air is thick, making each breath a notable struggle. Holding your hand out before you, the only thing you see past your wrist is the light reflecting off your fingernails.

Sometimes, keeping player and character knowledge separate won’t do it for you. You may find yourself purposefully wanting to keep that information away from the other players, even if those players are proficient at separating player and character knowledge. Continue reading “Steal My Idea: Should the GM Pass Notes to Players?”

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