Sunday, March 22, 2026

GLOGllow Knight: The Whole-Ass Game, kinda

Do you remember when I said that I'm gonna elaborate more on the advancement and gameplay loop of my Hollow Knight GLOGhack? Unfortunately, I DID disappear into the Silksong mines.

Then I ran a couple of playtests for my hack, got it to version 0.3, whatever that means, and ultimately ended up not being as satisfied as I'd like to be with it, so I decided to let it rest for a couple of months.

...until Hilander decided to host the Micro Manual Jam.

This seemed like a fun enough challenge, and I did happen to have a WiP hack and some layout experience under my belt, so I figured why not?

After roughly three weeks of work, I present:

Click on the image to open the itch.io page

However, this is very much NOT the system I wanted to make originally, as many things ended up being cut from my drafts to fit the jam format (which was a good and enlightening exercise that I can wholeheartedly recommend to anyone). 

For example:

  • Paths, aka Class/Template equivalents? Gone.
  • Traits (as well as Spells and Weapon Arts)? Simplified to only take a couple of lines each.
  • Combat? Drastically streamlined, no more dedicated lists of minor and major actions to perform.
  • Exploration procedures? Camp actions? Death rules? Massively simplified or removed outright.
  • GM resources? Mostly added, actually, cobbled together from the tools I actively use to prep my games, although I did have to streamline some of them still. 

Even after all of those manipulations, the resulting game ended up being similar to something like Mausritter in complexity. I might return to the game later and re-add some things for an experience that's closer to what I originally imagined, or I might not, we'll see.

Is the game good? Go check it out for yourself, it's free, god forbid I begin contributing to the commodification of the hobby.

Also, the whole thing was made in Google Docs because I'm a freak. As a word of caution, please be more reasonable when making your pretty PDFs and actually learn some proper software, don't do what I did.

Friday, February 27, 2026

The Beast of Brynmor Farm

Made using the Monster-Making d666 by Louis Garamondia and Loch Nothic's Eye.

***

Brynmor Farm is located at the center of a hex of farmland. Surrounded by acres of untended wheat fields, the farm is the only notable feature in the hex.

As long as it lives, replace all encounters within the hex with The Worg.

Samantha Mash

The Worg is a horrible, horse-sized wolf with shaggy dark fur and teeth too big for its mouth. It stalks the fields, hiding in the wheat, looking for an opportunity to ambush all who dare to trespass.

Right before the ambush, the beast will hurl curses at its victims in a human voice. 

Three days before the party enters the hex for the first time, it snuck onto the farm and killed everyone in it, tearing most of them apart with its claws and devouring the rest. The beast turned the ruined farmhouse into its lair, and will retreat there after prowling the fields.

Most of the farmhouse's walls are broken, bashed in as if by a stampeding bull. Furniture is overturned and splintered, the floors are covered in straw mixed with dirt and blood. The torn body of old man Brynmor is splayed next to the fireplace, still clutching a bloodied scythe.  

The remaining animals, consisting mostly of chickens, pigs, and a small herd of cows, are scattered around the farm, hiding in dilapidated barns and sheds in terror. The Worg is aware of where they are, but tries to pace its hunger, as it does not know how much longer it will have to stay on the farm.

***

The Queen of Fangs rules from a small and ancient keep deep in the woods. Once known as the Wolf-Mother, she is a powerful presence, as old as the forest itself, if not older. All wolves (or at least, the more reasonable ones) swear fealty to her, but none serve her more loyally than her Fanged Knights.

Any man bold enough to seek out the Queen earns the right to stand audience before her. If he passes the trials and proves his worth, the Queen grants him a singular offer to join the ranks of the Fanged Knights. If he agrees to the pact, he stays in the keep, never returning to civilization and his old life ever again.

Then, the new knight is granted a wolf's pelt by the Queen herself, and is bound to it, free to exist as both man and beast, but never fully either, forevermore.

However, there is a cost to be paid. Upon joining, the Fanged Knight forswears all material possessions except those granted by his order. To bind this vow beyond the knight's will, the Queen's pact ensures that all gold becomes anathema to her knights, burning their skin in excruciating pain on the slightest contact.

Moreover, the knights are forbidden from ever consuming flesh both human and canine, as doing so means turning one's fangs against kin. No other transgression or act of treachery will bring as much of the Queen's ire as this.

All of the above are common knowledge to anyone who has heard of the Queen of Fangs.

***

Dafydd was once a Fanged Knight, but fell victim to a dark hunger and consumed the flesh of his kin. As punishment, the Queen of Fangs cursed him to become one with his pelt, a creature stuck between man and beast, but lower than either.

Once banished, Dafydd grew to enjoy his new form, in a way. No longer bound by arbitrary laws of civilization or his old order, the cursed knight fully gave into his unsavory instincts. Now known as The Worg, Dafydd spends his existence maiming, torturing, and killing all unlucky enough to encounter him not for sustenance, but for sport.

Despite his current appearance, Dafydd is still perfectly capable of speech, and will put this ability to great use by taunting his opponents with a constant stream of curses and vulgarities. He does it for no reason other than to derive a twisted sense of pleasure from the process.

 

babezord

THE WORG, Cursed Knight Dafydd
HD AC chain Move 2x normal
Attacks
1d10/1d10 claws OR 2d6 bite + devour (see belowMorale 10
Intelligence wicked cunning, unraveling at the edges Disposition horrible bastard

  • Pact-bound - Dafydd's pact with the Queen of Fangs still holds sway over him. Gold in all forms burns him like molten metal, and golden weapons deal double damage (preferably actual weapons, but improvised ones like a golden candelabra or gold coins stuffed into a sock will do in a pinch).
  • Devour - The target hit by The Worg's bite attack must save or be swallowed whole, taking 1d4 acid damage per round. The Worg must take 8+ damage in a single instance to be forced to spit out what it swallowed.
  • Regurgitate - Instead of making an attack, The Worg may vomit out the corpse of a random creature it previously devoured, which then reanimates and joins the fight. By the time the party encounters the beast, it has already eaten three farmhands, two pigs, and a single guard dog.

Inside the beast's gullet is a gloved hand of a nun clutching a golden holy symbol. The sharper edge of the symbol is tightly embedded into the flesh, and it's slowly working its way deeper. 

In a month, it will pierce the monster's heart and kill it. The Worg is vaguely aware of this impending doom, and will grow more reckless and violent as the day approaches.

If killed, the beast may be skinned for its pelt, which grants its wearer the ability to shapeshift into a 4 HD dire wolf once per day. This is a rare opportunity to obtain such a pelt without invoking the wrath of the Queen of Fangs or joining the ranks of the Fanged Knights.

Alternatively, the pelt may be brought back to the Queen. She will offer no material reward for it, but instead will grant a single favor from her and her knights.

After skinning, all that remains of The Worg is a beaten, haggard corpse of a man.

*** 

d666 Results:
FORM - WOLF
DANGER - BEING EATEN 
MIEN - REPUGNANT
HABITAT - FARM CROPS
DRIVE - TERMS OF CONTRACT
WEAKNESS - GOLD


Monday, February 23, 2026

Philosophical Metals

Igor Ivanov

Mors

Under certain rare conditions, mundane metal will rot and putrefy as flesh does. Mors (also known as Morzt, or Corpsemetal) is the end product of this process.

It resembles aged, heavily corroded iron, encrusted in layers of characteristic black rust. Mors does not exist in raw form, nor can it be produced deliberately. It can only be found: in weapons and armor buried under ancient battlefields, or stashed in crypts and tombs together with other grave goods.

Mors exists on both sides of the veil between the dead and the living, and incorporeal undead like ghosts and shades interact with it as if they were corporeal. This means that they may wield items made of it freely, but also may be restricted by them, like being wrapped in chains or put in shackles made of mors.

This also allows mors weapons to damage incorporeal undead and other creatures that belong to the Underworld. On the other side of the veil, a wound dealt by a morsblade to the living will never heal naturally (track how much HP damage is caused by mors weapons), and can only be healed through magical means.

Corpsemetal armor suppresses the subtle signs of life by which the wearer may be perceived: the sound of breathing, the rhythm of a heartbeat, the warmth of the body itself. Mindless undead will recognize the wearer as one of their own, and even the thinking ones could potentially be fooled by such a disguise. Naturally, most would assume someone wearing armor made of mors to be a graverobber, and treat them accordingly.

While it is not impossible to work mors into different shapes, attempts at refining and otherwise repairing items made of mors reduce them into uselessness. Instead, mors is reinforced by further deterioration, as the buildup of rust itself mends the cracks and notches in the metal, twisting its appearance even further. As folklore goes, the easiest way to repair something made of mors is to throw it to the bottom of a deep well or bury it in graveyard soil for a month and a day.

Rust monsters despise mors and will never interact with it willingly. To them, mors is poison.

With proper reagents, a master blacksmith or alchemist may attempt to purify mors. If all preparations are right, most of the metal will crumble into black dust, revealing the pale white core underneath. This is how albin is made.


Aleksander Rostov

Albin 

Albin is the purest of all metals. Also known as Truesilver (for surpassing mundane silver in all its qualities), and often mistakenly called Alabaster, it lacks the expected metallic sheen of its less pure siblings, more resembling white, slightly transparent ceramic.

Albin never rusts, and never tarnishes. Being synonymous with purity, it has the unusual property of staving off decay and bestowing that same purity onto anything it comes in contact with, although prolonged contact is often required for the effect to take place. 

If filled with stagnant water, an albin flask will purify its contents and make them safe to drink in about an hour, but most instead choose to put a (much cheaper) small albin tablet into a flask, which achieves a similar result over the course of eight hours. Similarly, albin kitchenware could be used to neutralize poison, akin to a unicorn horn carved into a goblet, although taking effect nowhere near as fast.

Weapons made of albin can hurt anything a silver weapon could, and it is impossible to fumble with one, even if wielded by inexperienced hands. Wounds left by albin never fester: they are always sterile and heal exceedingly quickly, making an albin scalpel any surgeon's prized possession.

Gleaming porcelain-like plates of albin armor are a mark of exceeding wealth, never showing signs of wear or needing to be polished. Although it does not offer more protection than mundane armor, it has the side-effect of making any toxin or disease plaguing the wearer run its course twice as fast.

Under the right circumstances and the careful direction of a master astronomer or glassmaker, albin may be exposed to concentrated sunlight, awakening its own inner radiance and transforming into xanth.

 

GOJUKU

Xanth

The glow of luminous Xanth, also known as Sunsteel, is bound to the procession of the sun. 

As the daystar reaches its zenith, so does the inner light of the metal intensify, shining as brightly as a torch. Once nightfall comes, the glow dims to the light of a candle, but never goes out entirely. This solar connection knows no bounds, and the light endures if brought deep below the earth, allowing one to unerringly track the time of day as surely as beneath the open sky. 

Partially composed of the sun's own radiance, xanth is not fully solid. Items made of it are imbued with unexpected lightness, weighing as if they were one size smaller. A sword made of xanth feels as light as a dagger, while a xanthine chainmail burdens the wearer no more than leather armor.

Functionally, the light emitted by xanth is no different from direct sunlight. Vampires and other such creatures of darkness suffer double damage from xanthine weapons, while shades and grues are destroyed outright. A blade of xanth may cut through magical darkness as if it were solid matter. 

A metal of exquisite rarity and splendor, xanth has served as the ultimate symbol of rulership and authority throughout known history, earning itself the moniker of Sovereign Gold. The provenance of most xanthine objects leads back to the great rulers and high priests of ages past, and the metal is often found incorporated into ancient relics such as scepters, crowns, and holy symbols. To own and display xanth openly is to assert your own authority, and to accept the risk such ownership carries.

A master artificer or enchanter familiar with the more forbidden aspects of their craft may attempt to fulminate xanth, a process both dangerous and volatile. When the smoke clears, only red and raw rubricum remains.

 

Ami Thompson

Rubricum 

Unceasing Rubricum never stops moving. It has no other names besides its own.

It is as much metal as it is boiling liquid trapped in place, as it is ever-expanding gas forced into a singular shape. It moves as if it were living (perhaps it is), contracting and sputtering and twisting in on itself. It is red, and raw, and looking at it is like looking into a pool of blood, and you swear you can see something moving under the surface.

If you touch it, it's warm as a living body, and you can feel the thousands of microscopic movements on its surface through your fingertips. In the presence of other living warmth, you swear you can feel it move even more.

You have a feeling it's aware of the shape it's forced in, perhaps even understanding its expected function, and it begrudgingly accepts both. Tools made of rubricum strain towards their purpose with uncanny intent: a rubricum lockpick will seek the tumblers on its own, a rubricum needle will thread itself and guide the hand of the wielder with unsettling accuracy. When the exact effect is unclear, treat it as granting Advantage to rolls related to their use. 

Even then, only in the heat of battle may rubricum truly sing.

On successful attacks, rubricum weapons roll double the damage dice and take both, adding them together. If doubles are rolled, another die of the same size is rolled and added to the total, and another if the rolled value matches the previous two, and so on and so forth. When this happens, the weapon twists outside its own forged bounds, leaping and turning as it slices and smashes and pierces through matter with ease.

Whenever an attack trying to strike someone wearing rubricum armor fumbles, the weapon shatters into pieces, persuaded by the armor's constant maddening reverberations. If the wearer is willing to let rubricum armor touch their bare flesh, the armor shall forever fuse with their body, becoming as weightless and unrestrictive as a second skin, which it might as well be.

As far as most people are concerned, rubricum doesn't exist. Even those that have heard of it treat it as nothing but a myth. There are no records, no histories, no names attached to rubricum, only hints in chicken-scratch notes in the margins of an occasional dusty tome.

Pray that rubricum never falls in the hands of a master fleshcrafter or boneturner.