World of Goo

I just finished playing World of Goo and I have to say that I really enjoyed it. I'll gladly be the six millon eight hundred and ninety three thousand four hundred and sixty first person to recommend it.

Seriously, it's like fifteen bucks go out, get a copy and have some fun!

Munchkin Mayhem

Munchkin Mayhem

Here are some Munchkin cards that I've been thinking about for a while. I am always most interested in cards which simultaneously have benefits and drawbacks. While cards which are purely deleterious are kind of fun if you can compel others to use them, cards which are deleterious but used anyway because of the twisted psychology of a munchkin are far more entertaining.

Break Down a Door: Draw Three Cards


Discard this card to draw three door cards face down and put them in your hand.


This card addresses the fact that there's no way to straight up replenish a depleted hand, despite that fact that many abilities are powered by discarding cards.

Curse: Draw Three Cards

Type:Door (Curse)

Draw three door cards face up. All curses drawn this way effect you and all monsters must be fought as if you broke down a door. If your are already engaged in combat, any monsters drawn join in the fray.


The substantially more dangerous and wacky version of the preceding card. This curse could easily be seen as beneficial as it essentially allows the target to engage in an additional combat; however, there is serious risk in self-application as any curses drawn take effect, and more/more-powerful monsters than are easily handled could be drawn. Such a curse may also make a munchkin rue the day they equipped a curse-reflective helmet.

Loot the Room: Pendant of Pedantry

Value:No Value

When a player engages in pedantry roll a die. On a one, the pendant explodes and kills the munchkin that owns the pendant along with any munchkins that may be helping her in combat. On any other roll, give the pendant to the pedantic munchkin and gain a level. This item cannot be sold.


Whether this item encourages pedantry or discourages it really depends on the perceived risk/reward balance and the number of (re)loaded dice available to the players. This may simply introduce chaos into the game, but that's what Munchkin is all about anyway :P.

Game Master's Workshop: Lifeblood

Developed by Yuan-Ti clerics of Merrshaulk, lifeblood is an elixir used by the Yuan-Ti to heal wounds in battle. It is created using the fresh blood of a humanoid, strong alcohol and dark magic.

A creature that drinks 250 ml of lifeblood must make a fortitude save of DC 20, upon success that creature gains 1D8 + 5 hitpoints and heals 1 point of ability damage; however, should they fail, they suffer 2 points of Constitution damage. Creatures that are accustomed to the taste and texture of fresh blood (e.g. carnivores) gain a +10 bonus to this save. Additionally, undead such as vampires which feed on blood or flesh are healed by lifeblood rather than damaged by it and automatically succeed their fortitude save. Lifeblood has the intoxicating effect of a strong drink.

Moderate Necromancy [evil]; CL 3rd; Brew Potion, Cure Light Wounds, 25gp


I kind of like the idea of providing a healing fountain in a dungeon; however, it would be completely silly to give a party 100 litres of healing potion and it seems kind of hackish to say that the fountain is magical rather than the water. Lifeblood represents a solution by introducing healing potion with drawbacks.


The use of lifeblood carries a risk of suffering ability damage. This is particularly dangerous as the loss of Constitution may result in the death of the creature being healed.
A cure light wounds potion occupies 30 ml whereas a dose of lifeblood occupies 250ml, cure light wounds potion is approximately 8 times as effective per millilitre. Consequently, lifeblood is far less portable due to the sheer volume that must be transported.
Possessing flasks of humanoid blood that emits an aura of evil may be considered objectionable in some societies.
Due to alcoholic content, lifeblood caries the risk that the imbiber may get drunk if sufficient quantities are consumed.


Creating lifeblood is a relatively cheap way to heal creatures, provided the creator or their deity has no ethical difficulties with killing humanoids to produce it.
A single dose of lifeblood is strictly more powerful than a potion of cure light wounds (provided the user succeeds in their saving throw).
Scenic Effect
Blood flowing through the fountains of a dungeon has a very powerful scenic effect.

Technical Notes

Alcohol acts as an anticoagulant and an antiseptic in lifeblood. This provides the benefit that the blood should not congeal and thus can be made to flow through fountains and should minimize the amount of bacterial, viral or parasite growth.