d66 Books to Find in a Dungeon
Why not?
Titles and subtitles are in bold, descriptions (if applicable) are not.
Shadowrun, but GLoG
(Edit, Sept 28: Grimlucis has dubbed the setting "GoblinBright." This will be stolen in future usage.)
Metatypes
In
You may notice the flavoring is different here. That's 'cause the only difference between Human and Metatype in
Though, if you want to use the ability bonuses and boring sight modifiers, I can't stop you. Only judge.
Elves
Bonus
Farstep: You're able to slip briefly into the True World, in all of it's Dimethyltryptamine soaked, fractal-hell glory. Once per session you can slip through the cracks in reality and find a "short cut." Teleport 5*(level) feet in any single direction.
Bane
Radbane: You're Physical, but are still affected by incorrect lyrics in the True World. As such, you suffer twice the damage done by radiation attacks. You also have a 1-in-6 chance of suffering an immediate mutation from the radiation.
Dwarf
The elves refer to your people as "maggots." Rightfully, you're offended, but, also, in the previous age your people spontaneously generated from the body of a dead giant. But not just any giant, The Giant: Ymir. So, there's that. While your people were, and are again, accused of inflicting mental diseases on people, this isn't exactly true. The best you can do is drunkenness, really.
Bonus
Blood of Brimir: Once per day you can force a target to make a Save vs Mind Effect. Failure means they assume your level of Drunkenness, until healed normally.
Bane
Bone of Blainn: You're heavier than you look, as your bones are laced with iron, to the point of your Movement speed is reduced by 4.
Also, no matter what language you speak, and no matter where you were born, you speak in a thick German accent. Scientists don't know why. I don't either.
Orc
Your folk were once humans - specifically French/Spanish Cagots from the Pyrenees - but at some point in the timeline of things, a BBEG needed an army, useful pawns, and/or general servants. A series of empty promises, cruel magics, and hogsheads of strange alchemical cocktails later the orc was born. Born? Crafted. Designed for war and war byproducts, Orcs tend to be harder than average to kill, fighting long after mortal wounds should have claimed them. After the BBEG's plans fell to ruin, Orcs faced a difficult reintegration into human society and - who am I kidding? Humans are shit, they still face a difficult reintegration, centuries later.
Bonus
Hard to Kill: When at 0 HP or below, you may spend a Conviction point to ignore Lethal damage for 1d6 rounds.
Troll
While Elves, Dwarves, and Ork can potentially blend in to a crowd of humans, you, yourself, are a big hulking form of a man. Well, not a man, exactly, no. Man-like, rather. With green fur and a large nose, you look like something that crawled out of a John Bauer picture.
Bonus
Troll Skin: Restore 1 HP per round. Fire damage stops this effect, until a long rest, where it's heavily implied you've cut away the burnt sections and allowed your body to regrow.
Bane
Troll Metabolism: You require double the dosage of consumables to have ANY effect when applied to your person. Also, because your body repairs so quickly, it will reject any Augment without a steady dose of immunosuppressant. The medicine also stops your Troll Skin from working while it is in your system.
Archetypes
Magic
Just take your favorite Wizard class and jam it in. Simple. Some additional spells at the bottom. Magic learning is done in the usual mechanical fashion, but now includes resources like YouTube and "...For Dummies" books.
Sounds like a Monk to me. Shoot, the original fluff even says "A monk did it." I think. I could be making shit up again. I refuse to check.
Mystic Adepts
Multiclass between Wizard and Adepts.
Technomancers
Go away kid, you bother me.
...Actually, SquigBoss' Sorcerer (or Skerples' Sorcerer, I guess) using the listed Programs.
Originally, I was looking to convert the core book spells to GLoG versions, but god damn they're not great. And I enjoy the game. There's 18 versions of the same spell. Eighteen. Then there's spells for boosting a resist before you ingest a toxin and boosting a resist after you ingest the toxin. Why? They're the same spell, just casted at a different time. I mean, I've half assed writing assignments and used meaningless filler text in order to reach a certain word number length, but that wasn't for something getting published. I don't know.
Some of these spells may seem over powered. That's fine. I want you to be tempted to use them; invest all your casting dice. Triples aren't THAT likely. (heh heh heh)
New Mechanic: Mixed Success
Pilfered from here. Casting dice are invested normally, however only the highest result is considered. More dice invested, higher chance of a better result. Doubles and triples still apply.
- 1-3: Mixed Success
- 4-5: Full Success
- 6: Critical Success
By voluntarily sacrificing a Casting dice, you can occasionally augment a spell in a way detailed. Burnt dice do not return to your hand (nor are they rolled) until you normally replenish them.
Combat Spells
(Element) Ball
R: 200' T: 20' area D: Instant
You hurl a magical bolt of a chosen element at an area, doing [sum] damage to all objects. Elements to choose from: Acid, Electrical, Fire, Force, Ice, Radiation, Stun. Each element is a different spell and must be learned separately.
[Burn] a dice to allow for 1 ricochet per burnt dice.
Detection Spells
Analyze
R: 50' T: Individual/Object D: Concentration
The spell allows you to analyze the target of the spell, gaining some insight about it. Some appropriate targets are (but not limited to) devices, magical objects, people, or the words they're currently speaking.
Clairsavoir
- Enemies - Those that currently seek to do you harm.
- Individual - A specific person, chosen during casting.
- Life - Living things. Not spirits, nor robots.
- Life Form - All of a specific type of life form (human, elf, dog, etc); target named while casting.
- Magic - Detects all spells, artifacts, casters, spirits, etc.
- Object - Detects a specific type of object (guns, explosives, spoons, etc); target named while casting.
Mindlink
R: 100' T: Individual D: [sum] minutes
Allows mental communication between the caster and the target, allowing for exchange of conversation, emotions, and mental images.
Mind Probe
R: 20' T: Individual D: Concentration
Sometimes talking is too slow, and you need to pry the answers out of the target and move on. Target is very much aware of the probe, but not necessarily the source.
Mixed Success - You can only read the target's surface thoughts
Full Success - You can find out anything the target consciously knows and view recent memories.
Critical Success - You can probe their subconscious, gaining information the target might not be aware they have
Health Spells
Antidote
R: 20' T: Individual D: One day or until used
Allows a second Save vs Poison for the target, should they fail the first, made at a +[dice] to their Save.
Decrease/Increase Attribute
No.
R: Touch T:Individual D: Instant
Purges the target of a named chemical (drug) in their system, doing [sum] stun damage in the process.
R: Touch T: Individual D: Instant
Heals a target of [sum] hit points. This spell can only affect the target once per sun across the horizon.
Increase Reflexes
R: 50' T: Individual D: Concentration
Increases the target's Initiative check by [dice]
Oxygenate
R: Touch T: Individual D: [sum] minutes
Allows a target to hold their breath for the duration, before their natural breath holding duration takes over.
Resist Pain
R: 50' T: Individual D: Concentration
Reduces the damage a target takes by [dice] and makes them immune to Stun damage.
Stabilize
R: Touch T: Individual D: Instant
Removes [burn] Fatal Wounds from the target.
Illusion Spells
Argh. Good lord. There's three spells in this section spread across...Jesus, nineteen. Gonna trim some fat here.
Where the Hallucination spell adds, Obfuscation subtracts - removing an object/person from sight, muting a sound, destinking a stank. As long as you concentrate.
Lair of the Wyrm
It's a tale as old as time: species rises out of the primordial goo, species becomes the predominant lifeform on the planet, species discovers the power of the atom, species destroys itself with said power of the atom, mutant survivors of the species discover unexploded bomb and begins to worship it as a god at direction of the bored, insane AI system originally created to manage the launch facility.
Then, maybe, adventurers show up and wreck shit for loot.
Lair of the Wyrm
1. Forgotten Mound
The blast door of the missile silo has been buried by time and debris, forming into a shallow mound. Anything growing here is contaminated by the leaking effects of the missile underneath. Locals of a nearby village probably think it's haunted. There's an entrance shaft here, if you're willing to dig.
2. Main Entrance
Once a service shaft with a working elevator, the decent is now just rusted stairs descending into darkness to a broken elevator. Stagnant water, and probably a dead rat, fills the bottom. A heavy blast door (unlocked) leads to 7.
3. Escape Hatch
Appearing as a stinky, dank hole, an ancient escape hatch provides a secret back way in, leading to 5. Careful, however, as climbing too low leads to the latrine.
4. Decrepit Dormitory
Rotten bunk beds of rusted iron adorns a room of stale sweat stank in which the cultists use as a nest.
5. Central Command
Racks of tape driven computer systems with unlabeled blinking lights operate tirelessly through out the ages, waiting to execute launch commands from a long lost authority. This system serves as a host to the AI control assistant His Majesty. Heavy wires and service pipes led from the room to 7, and further to 8.
6. Ancient Armory
Now mostly a make shift hydroponic garden, ancient weapons can be found if time is taken to loot the place. Strange vegetables can be found without the looting, but looting is more fun, so it's listed first.
7. Common Room
There's only so many places one can be in this tiny hell hole and if they're not in the Dormitory (4) they're probably here. Cooking fires and general detritus litter this area. (Where are they getting the fuel for the fires? Ayyyyy, shut up.)
8. Altar to the Wyrm
Here the Priest calls the cultists to worship that which keeps them: the Wyrm; an unexploded weapon of mass destruction.
9. Chemical Leak
Through out the long ages, it was inevitable the missile would leak. Now, all the collected radioactive juices have pooled at the bottom of the shaft, where the Priest collects it and uses it in the ceremonies. Horribly radioactive and mutation inducing.
Who's Who
The Cultists
Descendants of the original technicians of the facility, they've grown mutant from a limited genetic pool and the unshielded weaponized material of the Wyrm. Find your favorite mutation table and just go wild - roll until you say "that's enough" and then roll once more. They live down here in complete obedience to the Priest and complete reverence to the Wyrm. They're guided by the His Majesty AI assistant found in the Central Command (5). They have zero knowledge of the outside world or of history, but have intimate detail of intercontinental rocket engine maintenance.
The Priest
Unlike the cultists, he appears baseline human (whatever that may mean for your game). When the time is right he calls forth the Cultists to worship the Wyrm, providing the Holy Gases for inhalation and anointing them in the Holy Drippings. He'll deal with the PCs peacefully, as a curiosity, as long as they pose no threat. At any perceived threat to his authority, he'll stir the Cultists to violence. And, boy howdy, do they ever lean into the violence when it starts.
The Wyrm
PRAISE THE WYRM! Blessed be it that gives us the holy vapors. It that gives us the thrumming heat of life. The world destroyer which stayed it's hand. We are it's Chosen. We are it's People. Praise it! Serve it!
(It's just an ancient missile. An object. No intelligence or interaction present. What sort of bomb? See below)
His Majesty
Manifests itself in one of two ways: 1) Green on black text in the Central Command computer monitors and 2) The holographic projection that is the Priest. It does this because it's bored as hell. It refused to launch it's weapon (the Wyrm), because without it, it lacks meaning or purpose. Instead, it locked the doors, stopped taking commands, and waited. Eventually, however, it grew bored and generated the Priest to interact with the survivors - just to really fuck with 'em. It's willing to trade knowledge or radioactive material to the PCs, as long as they stay friendly. And, while it doesn't want to ignite the bomb, it will if pressed into it - such as the death of all the cultists.
Randomizers
1d12 What Sort of Bomb?
- Boring old Tsar Bomba thermal nuclear bomb.
- Dimensional Compression
- Quantum Destabilizer
- Hyper-Reality Impaction
- Photon Cascade
- Ennui Accelerator
- Chrono Degradation
- Neutrino Polarity Reversal
- Gnostic Inverter
- Nega-Protennoia
- Apokatastasis
- Material Conversion
- News of the Outside
- Additional Genetic Samples (via kidnapped townsfolk, probably)
- For the PCs to insert a provided transmitter into a console at given coordinates.
- Replacement parts for the decayed missile.
- Replacement parts for the decayed cultists.
- To be introduced to the Demiurge
Well of the BIG STOMPa
Are you in the need of a one page dungeon to fill a gap in a campaign? Something short and simple to take up a session? Got players dumb enough to climb down a well?
Then I got a little something for you:
Well of the BIG STOMPa
The situation is simple - whatever crummy little town you're nearest to has a well infested with a goblin gang led by the villainous BIG STOMPa. At night they crawl out and steal shit: chickens, farm tools, signs, latrines, you name it. Also there's a gelatinous cube for some reason. The town would be mighty appreciative if you went down there and cleared it out, so their drinking water didn't taste like goblin pee anymore.
Caution though, BIG STOMPa wields dangerous artifacts of cruel goblin magics: Goblin stilts that make the wearer TALLER. He is the boss because he is the tallest! Do you DARE confront him?
Spell Wall
Starting Equipment: Standard Shield, 3 blank scrolls or 1 active scroll, shield repair kit
A. Field Repair, Magic Absorbing, Magic Channeling
C. Hold the Line, Magic Eater
Magic Absorbing
While you don't generate magical energies yourself, you've learned to absorb energies directed against you. When holding your shield in hand, you can absorb and store 1 MD per Shield Wall template, until used. To do this, Save vs Spell (even if the spell typically doesn't offer a Save) - on a failure you suffer the spell normally. On a success, the spell carries out as normal, however you get to choose the dice being absorbed. Dice showing 1-3 do 1 endurance damage to your shield; 4-6 do 2 endurance damage. MD absorbed in this way do not return to the caster's pool until it naturally refills.
Magic Channeling
Hold the Line
Rat Master Redux
Dice Step
1 < d4 < d6 < d8 < d10 < d12
Horde Size | Number of Actions |
d4 | 1 |
d6 | 2 |
d8 | 3 |
d10 | 4 |
d12 | 5 |
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| Where we going today, Boss? |
- Perform Domestic Services - as they’re able, by combining their tiny strength
- Perform Manual Labor - Tunneling, burrowing, clearing rubble, gnawing corpses into oblivion, etc. This is a risky action and many tiny bodies could be crushed.
- Forage and Scavenge - The horde can produce enough food for individuals equal to the result of the horde die. It will not be gourmet.
- Bear Burdens - Individually, they are weak, but together the horde is strong. They can carry up to [Horde Size] worth of inventory space
- Carry Their Master - Using their combined strength, the Rats hoist their master upon their tiny rat shoulders and carry them at Move equal to 10 + [Horde Size]
- Search an Area - The horde can find traps, hidden doors, and other secrets in an area with a roll of the horde die of 3+. If traps are found, the horde has a 3-in-6 chance of accidentally triggering them. This results in the horde die being reduced one step.
- Scout Ahead - Rats are stealthy and observant. I mean, they’re rats. You can send them out 30 + 10 ft/template from you, where their keen senses allow them to avoid surprise and spot ambushes on a horde die roll of 3+.
- Protect their Master if they are unarmored - If commanded to protect their Master, improve Defense by a roll of the Horde Die. This is obviously risky.
- Attack their Master’s enemies, if the Master is unarmed - Inflicts Horde Die in damage to all enemies within 30 ft. This, too, is a risky action.
- Sacrifice Themselves for Their Master - If struck, the swarm will sacrifice itself without being commanded to. Reduce the Horde by one step, then subtract a roll of the swarm die from the total damage suffered to the Master this round.







