Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This gave some good Frostgrave/Mordheim vibes, not sure if the relic rule before game is needed or should be an add/find event, but its a good replayable mission.

Yea, Frostgrave was definitely an inspiration here! The relics are mostly to provide players with a baseline source of more spell tokens that doesn't get stronger with number of casters fielded and is a bit more interesting/interactive than just giving out free spell tokens to casters directly. It probably wouldn't have been strictly necessary, but I recalled a bunch of official missions giving out seemingly random equipment like that and I liked the idea. It also gives you an opportunity to kitbash a silly "wizard's assistant" model if you want :3

(+1)

I dig it, and understand the approach its just that finding relics seemed in line with the flavor as well - with the narrative idea of course that could go either way,.

That's true — if I'd had more space I might totally have considered adding a mechanic for finding the relics ingame, but with the one-page format I just couldn't fit it in. Perhaps I could go and add a second page with optional extra rules after the jam concludes? The initial concept for the mission also included a system for magical traps that Casters could spend spell tokens to try and disarm, as well as a risk that if the players collectively delved too deep into the Keep's lore they'd eventually awaken the Sorcerer's Shade — but both of these elements ultimately had to be removed to keep word count and complexity within acceptable levels.