Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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.