• caseyweederman@lemmy.ca
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    2 days ago


    https://munchkin.fandom.com/wiki/Boil_an_Anthill
    An image of a playing card.
    Title text reads: “Boil an anthill”.
    Stylized cartoon drawing depicts what looks like a smiling hobbit pouring steamy water from a kettle into the mouth of an anthill.
    Instruction text at the bottom reads: “Go up a level”.
    Under that is text that says Western Ohio Gaming but that looks to be outside of the card itself, probably added by whatever site I got the image from.

    Context: there’s a bunch of cards in the Munchkin card game that all have the same effect (going up a level), each flavored differently.

  • Trainguyrom@reddthat.com
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    3 days ago

    And then the DM closes his screen and says "yup that was all I had prepared for tonight so I’ll see you next week

  • wizardbeard@lemmy.dbzer0.com
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    3 days ago

    Damn artificers.

    I also like the idea of a dungeon as an ecosystem (shamelessly stolen from the anime Delicious in Dungeon). Even if it’s some small bandit hideout, they’re not going to be entirely self sufficient. Maybe a fence that they sell their ill gotten gains to sends some thugs after the group of heroes that messed up his suppliers. The townspeople are thankful you crushed the dragon that stole all their wealth and artifacts, but they won’t take kindly to you burying the stuff they wanted back under a fucking mountain. Maybe the kobolds in there were keeping the local predatory bird population down and now the local farmers’ animals are being eaten by mini-rocs or something.

    That level of detail and cause and effect is entirely superfluous for 99% of campaigns, but it can be good to keep those sorts of ideas in your back pocket for when your players manage to sidestep a planned thing. Reward the ingenuity, but actions have (fun) consequences.

  • Dionysus@leminal.space
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    3 days ago

    As the trio walks away a faint sizzle in the air becomes a roar, then nothing.

    What the trio didn’t realize is a childhood artifact belonging to Midnight was housed in the area which was now in ruin.

    • explodicle@sh.itjust.works
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      3 days ago

      IMHO it should be resolving encounters. If you convince the goblins to leave, that counts as much as killing them.

      • Grass@sh.itjust.works
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        2 days ago

        each action levels a specific stat and sometimes failing one type of interaction is the best way to level certain stats