- Three ounces gin
- Two ounces evaporated milk
- Squeeze of honey
- Dash of allspice, dash of cloves, dash of cinnamon
- Lengthen with whole milk as desired
![]() |
| Source: Your struggles are in vain |
![]() |
| Source: Gates of Arkham by JakeMurray |
✧ Sometimes the best clues are the most obvious ones. By forming a square with your hands and looking through it, you can magnify your view up to twenty times. You may wave your hand over a footprint to see if it matches another footprint you have examined before.
✧✧ Other times, you need to think a little harder. You may hold one eidetic snapshot in your head indefinitely. This isn't just a thing you can't forget, but a memory so perfect you may search it again later to find new clues. One second is enough to store your entire field of view.
✧✧✧ If you consider two clues for a full minute, you have a revelation about how they are (or aren't) connected. Every time you do this you have a cumulative 1-in-6 chance of coming down with a splitting migraine, preventing you from doing anything useful until you get a full night's rest.
✧ Follow your nose. With a sniff, you can identify plants, potions, poisons, and whether blood is from an intelligent creature or not. Once you have identified a substance, you always know where to find an expert in the stuff.
✧✧ Trust your gut. You can suss out someone's vices by observing them for a few minutes. In conversation, you can tell if someone knows they are being deceitful. Your own poker face is perfect, and even skilled people-readers get nothing from you.
✧✧✧ Listen to the voices in your head. You can Speak with Small Objects to determine what they are and what they believe their purpose to be.
✧ The streets taught you some hard lessons, which you are happy to share with others. Attempts to throw or shove an enemy do not provoke attacks of opportunity. Your hands, fists and teeth are light weapons against targets wearing leather or worse.
✧✧ The trick to winning a fight is being unwilling to lose. None of your maneuvers provoke attacks of opportunity, and any items you could hide under a fedora cannot be found on your person without a strip search. Weapons operated with one hand can be drawn instantly, as if by legerdemain.
✧✧✧ You are a master of the sucker punch and the ambuscade. Melee attacks against unsuspecting targets require saves vs. being knocked the fuck out. The range of your ranged weapons is doubled. You may declare a ranged attack roll against an unmoving target to be 18 (or 3 if lower is better).
✧ Choose two of the following adjectives: smoky, narrow, dilapidated, shadowy, bustling, expensive, imposing, damp, loud, unwelcoming, shunned. While in an area described by that adjective, you can shadow a target without being detected, find free lodging (of some sort) for one person, and can guide one person (including yourself) through the area at double speed.
Every time you level up, select another adjective. Effects stack. Adjectives may be selected multiple times.
✧✧ Sometimes, to make an omelet, you have to break into a few buildings. If a location is not under active guard you can enter it without leaving a trace. You can climb any surface a human could climb and make any jump a human could make without rolling.
✧✧✧ Inside a city, you are impossible to locate without magical means. In a crowd you are as difficult to shadow as if you were invisible. Your hideouts and safehouses can only be revealed by magic or betrayal.
✧ Some people don't want to go through life sober. You are an experienced user of monkey drugs, and always get an additional save against poison and side effects. Each point of drunkenness also increases your critical success range by 1.
✧✧ A stiff drink of [level] fingers heals you for 1d6, even if poured down your unconscious throat (counts as magical healing for the sake of wounds). This increases your drunkenness by one point.
✧✧✧ It's hard to live day to day without a bump of mothballs and broken glass. While drunk, delay all sanity and trauma checks until you sober up. Most poisons intoxicate you rather than damage you.
✧ The background music is audible to you, and your DM will describe it. When an enemy is about to arrive, a femme fatale about to step through your door, a clue very near or something dangerous stalking you, you know at once.
✧✧ The narration is audible to you, and your DM will describe it. You are never surprised, and you know the names of nearby NPCs.
✧✧✧ Once per day you may narrate something and have it happen immediately. Options include, but are not necessarily limited to:
- "Even as I spoke, the thunder rolled and the sky opened up with miserable rain..."
- "Even as I spoke, the rain stopped and the sun shone for what felt like the first time in days..."
- "Suddenly, a man with a gun stepped through the door and opened fire!"
- "I hadn't heard the dame creep up behind me when she laughed, and said..."
- "This was strange enough, but I was really caught off guard by the gorilla..."
- "That was when the auto screeched to a halt. "Get in if you want to live", the driver growled..."
- "I rummaged in my pockets for a lighter. Wait, what's this? An unmarked package?"
- "I passed by a newsboy yelling the headlines. "[SOMEBODY] MISSING! READ ALL ABOUT IT!""
![]() |
| Source: Hirson |
King Arthur the Boy-King.
Idealistic, brave, rash. Rightful lord of Avalon, actual lord of Gutodin country, near the land of the Picts. Would-be ruler of the North. Wants to conquer the Heptarchy and, ultimately, the Isles.
Prince Angravain the Heavy Hands.
Proud, unmerciful, ambitious. Nephew to Arthur, brother to Gawain and Gareth. Arthur has no children and Angravain is the presumed heir. He's a real cockmunch but a brutally skilled fighter.
Sir Bedevere the Perfect Sinew.
Boisterous, friendly, natural leader. Arthur's first friend in the North. Only has one hand so he must tie a shield to his forearm. Serves as marshal of the realm, and is in charge when Arthur is adventuring.
Prince Bors the Youth.
Somber, haunted, prone to violence. Son of King Bors (one of Arthur's first allies). Has killed many, many wicked things. Seen a lot of terrible sights. Destined to survive and take the throne — mortals don't know this, yet.
Sir Calowrennant the Even Lion.
Chipper, easy-going, takes all things in stride. Cousin of Yvain. Known to be a great example of what a knight should be. He doesn't take defeats to heart and always gets back up to try again. A witch told him he is destined to die for Bors' sake.
King Caradock the Hoary Head.
Experienced, jaded, doesn't buy the "Boy-King" line. Contemporary of Uther, Arthur's father. Trained Bedevere. Caradock was having knightly adventures in this land fifty years ago and you'd better remember that. He's seen everything there is to see, fucked with every wizard, fought every fairy prince, and is interested to know what will come of Arthur's kingdom.
Prince Gareth the Delicate Hands.
Youthful, eager to learn, not assertive enough. Son of Lot, brother to Angravain and Gawain. Much younger than his brothers. Good friends with Bors, and will one day be his right-hand man (heh). Despite his youth and his inexperience Gareth is the greatest swordsman on the Isles; only Sir Tristan can even challenge him. Lancelot will unknowingly kill him as Gareth tries to peacefully subdue the other knight.
Prince Gawain the Esoteric Star.
Kind, dangerous, always polite. Nephew to Arthur, brother to Angravain and Gareth. A little bit gay. Protector of the poor, the young, and the defenseless. Friend, later enemy, of Lancelot.
Prince Kay the Terrible Knight.
Unpleasant, easily provoked, masterful warrior. Step-brother to Arthur. Hates how condescendingly Wart treats him now that he's king. Hates how people assume Kay will try to take advantage of his familiar connections. Always needlessly harsh with those he meets; this way, no one ever mistakes him for an ass-kisser. A peerless cunt whose insecurities make him easily manipulated.
Prince Lamorack the Unseeing Eyes.
Unstable, prone to psychotic rage, several personalities. Son of King Pellinore, one of Arthur's first allies. Hates Lot and his sons, who he believes are responsible for Pellinore's death (everyone thinks this but no one is sure how). The blood of Dane chiefs flows in Lamorack's veins and makes him a berserk without equal. On the battlefield he is worth thirty lesser knights.
King Lot the Red Barbarian.
Boisterous, pretends to be a fat stupid jester, cunning and treacherous. Early ally of Arthur, father to Gawain, Angravain and Gareth. His control over his Pict subjects has waned over the years, to the point that he spends most of his time on the southern borders. Always looking for young knights to send to their deaths pacifying the tribes.
Prince Tor the Distinguished Eyes.
Quiet, broody, gives advice which people never listen to in time. Brother to (and only person trusted by) Lamorack. Hates Lot and his sons, but stays quiet about it. A decent fighter but a great adventurer. Lancelot will kill him in self defense when Tor tries to cut the man's head off.
Sir Yvain the Faithful Lion.
Noble, loyal, loves animals as much as people. Cousin to Calowrennant. Hunts down people who disrespect his cousin and beats them to a pulp. Followed by a friendly lion and a flock of man-sized ravens. Knows how to turn invisible.
Sir Lancelot the Fair Knight.
Brave, ruggedly handsome, obsessed with being a hero. Cursed and blessed at birth by two feuding fairies. Destined to be a legendary knight AND the downfall of a kingdom. Very close to Gawain. That will change.
Sir Tristan the Troubled Knight.
Bold, heroic, near-perfect. His indiscretions are whispered by all — but never spoken aloud, for fear of his gleaming brand. Regardless of his personal sins Tristan is of noble blood and character, and for the moment can be relied upon to act heroically.
King Pellinore the Wise Councilman.
Noble, peaceable, dead. He was to Uther as Lot and Caradock are to Arthur. In his dotage, he taught Arthur the ways of the Round Table (and gave a literal round table to the boy-king). Pellinore's death is shrouded in mystery. If he had survived a little longer maybe things wouldn't have turned out this way..
King Uther the Pen Dragon.
Fearless, warlike, dead. Father to Arthur and many other bastards who still wander the kingdoms of Albion and the Isles. His chance friendship with Merdin is the only reason Arthur has made it this far, unless you believe the prophecies.
Merdin.
Ancient, source of mystic wisdom, not half so clever as he thinks he is. Son of the Devil and a fallen nun. Merdin was destined to be the Antichrist and bring about the end of days, but was too unreliable and just a bit too decent.
No magic-user in Albion can even compare to this legendary Wise One. He makes deals with the Fairy and the forces of Hell, and lives to sing of both. Wanders the islands seeking more power and knowledge. Fears death.
Nenevieve.
Young, desperate for wisdom, loves Merdin more than he loves her. Lover and student of Merdin. Will one day betray him and trap him in a cage for all eternity. Takes many apprentices of her own in hopes of finding a friend and ally.
Mercedes.
Young, unsure, filled with hate. Servant of Nenevieve and, unknowingly, half-sister to Arthur by their father and a fairy prince. Destined to outpace both Merdin and Nenevieve.
King Charles the Great Lord.
Pious, warlike, wealthy. He has a Twelve of his own, which he calls "paladins" after, apparently, a hill. His father, Pepin (the Small Lord), was a contemporary and a rival to Uther. His grandfather, Charles (the Fearsome Hammer), was a contemporary and a rival to Mabon (the Mother's Son), who was Uther's father and Arthur's grandfather. So it goes and so it goes.
Queen Sarantapecha the Eastern Tyrant.
Mystickal, schismatic, a woman. Rules a ruined kingdom called Byzantium on the eastern edge of the civilized world. Her cities are decayed and decadent, but her gold coins (the Byzants) are the finest around. Hates Charles for unknowable woman reasons.
King Solomon the Arab Lord.
Barbarous, cruel, wicked. Rules a ruined kingdom called Catalon on the southern edge of the civilized world. His cities are decayed and decadent, but his alchemy is the finest around. Hates Charles because their peoples have been at war for several hundred years.
Human
The natives of Albion and the Heptarchy. Fair skin, brown or tow hair, and a middling stature appropriate for the most common race of the Middle Earth. Capable and adaptable. Can be found everywhere.
Human characters have +2 SAVE
Pict
The grey-skinned Little Folk of the northern lands beyond the Heptarchy. If you believe their songs, they once covered all the Isles — until the Latins drove them out at the gleaming point of iron blades. Childlike in appearance, which can be distressing because they file their teeth sharp and go into battle wearing only feathers and warpaint.
Pict characters have +2 SNEK.
Welsh
Tall grey-skinned peoples of the western lands not counted among the Heptarchy. They are tough and nimble, and make their homes among the crags of the mountains. Some still practice the old religion, and others ally themselves with the Fairy and the forces of Hell.
Welsh characters have +2 MOVE.
Dane
Strange red-headed red-bearded mariners who fight with axes and sing songs of death and chaos. They came from across the whale-roads in search of treasure and glory, and can often be found in the service of local lords or among the ranks of bandits and marauders. They have dark ambitions for the Isles and cheerfully promise to one day rule it.
Dane characters have +2 HRTS.
Elf
Those of fairy blood. They sometimes have mismatched eyes, or pointed ears, or webbed fingers, but always wear a puckish smile. Many are traveling musicians. It's bad luck to kill an elf and worse luck to keep them in your home.
Elf characters have +2 SKLL.
No real thoughts to put here. What notes I had for my old Arthurian Campaign are 5e focused.
Automaton (8 HD, 16 AC, 10 Morale)
A mechanism built by the fairy to mind their homes while they are gone. Found in ancient ruins and in crashed fairy ships. They resemble humans made out of metal, though their guts are whirring clockwork and their faces are solid bronze. Usually armed with tools like brooms and trowels (1d6+2), but occasionally carrying proper weapons such as greatswords (1d10+2) or strange arbalests (1d8+2, 30' range).
Boar (2 HD, 12 AC, 7 Morale)
Hungry, mean, smart. Much like humans in that regard. Their tusks (2d6 to leather or worse, 1d10 otherwise) are sharp, and on level ground their charging attacks always hit creatures slower than them. Nobles hunt them from horseback (safely enough) or on foot with spears (very dangerous).
Dead Man (2 HD, 10 AC, 13 Morale)
Sometimes these are murders hunting their killers, or ancestors hunting their negligent descendants. Other times they are the product of foul sorcery or fairy trickery. Regardless, they take half damage from mundane weaponry and kill with long nails and teeth (1d8, two attacks a turn).
Fairy Prince (4 HD, 16 AC, 8 Morale)
Here to cause trouble. They may appear as men or women, tall or short, young or old, and often go about in disguise to "test" mortals. The trick they love the most is to demand a favor, and then punish anyone who denies them. They can fly by moonlight and make deals by sunlight. Their gossamer swords (1d6+2) leave wounds which can only be healed by priests. Iron and fire always deals maximum damage to them.
Hag (2 HD, 10 AC, 10 Morale)
Old women who know too much. Often warped by diablerie. They can brew potions and lay curses, occasionally offering those services but mostly using them out of spite. You know a Hag is around when the weather turns sour and your animals start dying of disease.
Headless Rider (4 HD, 14 AC, 13 Morale)
The ghosts of lost knights and betrayed highwaymen who are cursed to ride forever. Cruel fate has stripped them of their faces and, therefore, any possibility for reconciliation. They carry lances (1d12) and ghastly swords (1d6+2). Their horses are usually intelligent and malevolent.
Madman (2 HD, 10 AC, 10 Morale)
Lepers, wild-eyed prophets, or cursed knights. They live in the forest and eat rats. Giving generous alms to them is good luck, though you must be careful they do not steal anything.
Marauder (2 HD, 14 AC, 8 Morale)
Vicious criminals who prey on travelers and small villages. Usually wearing gear stolen from some lord's liveries. They carry medium weapons (1d6+2) such as axes and short spears.
Pict (2 HD, 12 AC, 8 Morale)
Small, grey-skinned, probably here for rape and pillage. Armed literally to the sharpened teeth. Their flint weaponry (1d6) is ineffective against fairy, but fully capable of carving you like a chicken.
Unicorn (8 HD, 18 AC, 13 Morale)
These beasts are larger than horses and more dangerous than foreigners. They attack almost every living being on sight, except for human virgins. No one is sure why. Their alicorns (1d12+4) are priceless, powerful medicine.
Wizard (1 HD, 8 AC, 5 Morale)
Old men who know too much. Often twisted by diablerie. They can cast spells and divine the future, occasionally offering those services but mostly using them out of spite. You know a Wizard is around when the crops fail and folks start seeing shadows in the corner of their eyes.
Wolf (2 HD, 12 AC, 7 Morale)
Hungry, mean, smart. Much like humans in that regard. They like to eat sheep, pigs, chickens, and all the same things humans do. Their teeth (1d6+2) are sharp, and they gain advantage on attack rolls against targets adjacent to other wolves. Most towns offer small rewards for their heads.
Woodwose (3 HD, 12 AC, 8 Morale)
Sad-eyed hairy men who live in the trees. They understand speech, but do not speak. They will not defend themselves if attacked. They eat fruit and sleep on the ground. When woodcutters come, the woodwise leave.
Of great limbs gone to chaos,
a great face turned to night —
why bend above a shapeless shroud
seeking in such archaic cloud
sight of strong lords and light?
Where seven sunken Englands
lie buried one by one,
why should one idle spade, I wonder,
shake up the dust of thanes like thunder
in smoke to choke the sun?
In cloud of clay so cast to heaven
what shape shall man discern?
These lords may light the mystery
of mastery, or victory,
and these ride high in history —
but these shall not return.
The Picts
Mistletoe killing an oak!
Rats gnawing cables in two!
Moths making holes in a cloak!
How they must love what they do!
Yes, and we Little Folk too,
We are busy as they!
Working our works out of view!
Watch, and you’ll see it some day!
The Welsh
Sharp is my spear, and bright.
I will keep watch here at the ford.
And if I do not escape, God be with you!
If you escape, I will meet you if I live.
If you are killed, I will lament you if I live.
Do not lose the honour of a warrior despite battle hardship!
The Danes
There is always a thing forgotten
When all the world goes well;
A thing forgotten, as long ago,
When the gods forgot the mistletoe,
And soundless as an arrow of snow
The arrow of anguish fell.
The thing on the blind side of the heart,
On the wrong side of the door,
The green plant groweth, menacing
Almighty lovers in the spring;
There is always a forgotten thing,
And love is not secure.
The Elfs
Riding seems easy to every warrior while indoors,
and very courageous to him who traverses the highway
on the back of a stout horse.
Generosity brings credit and honour which support one’s dignity;
it furnishes help and subsistence
to broken men who are devoid of aught else.
Trouble is oppressive to the heart;
yet often it proves a source of help and salvation
to the children of men, to everyone who heeds it betimes.
The Men
And now of the death of Arthur I shall sing.
And how to the island Avalon he sailed;
the Once and Future King.
By mountain and by winter sea rode the din of shield and sword,
till Arthur's table, man by man, all fell about their lord.
Then bold Bedevere seeing his liege, with wound too deep to heal,
bore the king by light of moon to a chapel near the field.
Then said the king "Take now my sword and with what strength you can;
into the deepest water fling Excalibur my brand."
With all the strength that he could find, to land he knew not where,
Bedevere cast the royal blade in the morning-twilight air.
So fell the brand Excalibur — but then there rose a hand!
Up from waters dark and deep, it caught the mighty brand.
Three times it wield Excalibur, as through the air it gleamed.
Then to waters black it sank, no more to be seen.
Behold; a dusky barge appeared through shadow moving on.
King Arthur breathing hard then said "Tis time that I were gone."
"Lay me in the barge" he said, so to the barge they came.
Three gentle maids stretched out their hands and called the king by name.
"Now I am alone my king!" Bedevere loudly cried.
"Whither shall I go my king, now our world has died?"
There long stood Sir Bedevere, in sadness looking on,
until the ship was one black dot against the verge of dawn...
![]() |
| Included here is a sketch by Brooks of Mr. Toast |
Side note; I am sure of the presence of stone giants on the Face. Those titans who built the great cities and worshiped the Brothers are now rare in Aeshe and the rest of the civilized world, but my uncle's notes refer to a small community of them he met on his expedition."We have cut the ashlar of G_d with our hands,
as those hands were cut out by G_d, they say,
when the seraphs lit the stars with their brands
and the devils carried the waters away."
Saint Jonathon
40HD (140HP) Human Demigod, AC perfect (requires critical), morale 13
1d8+4 unarmed blows.
INESCAPABLE: The Saint walks faster than you run. He can jump 100' at a time.
INSTANT: The Saint may choose to succeed reflex-related saves.
INEXORABLE: The Saint's criticals vaporize and disperse his targets.
INDOMITABLE: If the Saint's result on a strength-related roll is less than 20, it is 20 instead.
FRENZIED: On the Saint's turn in combat, he makes an attack with each hand and one of his feet.
STUNNING: If a strike would kill his target, the Saint may choose to paralyze them instead.
EVASIVE: The Saint takes half damage from explosions and spells.
PURE: The Saint is immune to disease and poison.
TRANQUIL: The Saint regenerates all HP after 5 minutes of undisturbed meditation.
TONGUE OF THE SUN AND MOON: The Saint understands and speaks all languages.
Arngrim
2HD (10HP) Human Fighter, AC 12, Morale 10
1d6+2 cut-and-thruster.
BERSERKER: The first time he takes damage, Arngrim enters a rage. While raging he does not roll morale and takes half damage from all sources.
GARDENER: Arngrim knows all there is to know about the exotic plants of the Saint's garden. He also keeps a small vegetable plot to feed himself and Meilod (the Saint no longer eats). If he were killed, much of the garden would wither: the Saint has a black thumb.
Meilod
2HD (7HP) Half-Elf Wizard, AC 10, Morale 7
Spells: Light, Magic Eye, Illusory Terrain. 2 MD.
FUTUROLOGIST: By flipping coins, rolling dice, or drawing cards, Meilod can predict the degree of difficulty a plan will encounter. He can flip coins to receive "good/bad" forever, but dice stress him and tarot physically harms him.
LIGHTKEEPER: Meilod is responsible for the supernatural light which fills the Cosmic Fortress. He carries a runestone which lets him track and control light levels throughout the structure, and empowers his Light spells. If the stone were stolen, or Meilod were to die, the castle would be plunged into darkness. The Saint does not have darkvision.
The fourth GLOGtober theme: swirling rainbow vortices. An interdimensional portal looks like one of those (I think).
![]() |
| Source: Horizon Walker by LuckyLeguan |
"Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes."
That's the official line, anyway. You are a ranger tasked with patrolling the planes and enforcing a cosmic Prime Directive, ensuring would-be Alexanders weep when they realize they can only conquer one.
For every template you have in this class, you gain +1 sneak. If you have at least one template in this class you never fumble while using staves, knives, bows, or one-handed blades. You can wear both light and medium armor, and may use shields.
Skills: 1. Endurance Running 2. Planar Mechanics 3. Counterintelligence
Starting Equipment: sturdy clothing (as leather), champagne saber (light), horn bow (see list below), another piece of planar gear of your choice.
- A Wide Ranging, Portal Hunter, +1 HP
- B Ethereal Step, +1 to-hit
- C Ethereal Hew, +1 HP
- D Ethereal Defense, Ethereal Prosecution, +1 AC
Wide Ranging
Choose two of the following adjectives: barren, populated, abandoned, forested, frigid, windswept, arid, damp, craggy, dark, coastal, spooky. While in an area described by that adjective, you can light a fire (given tools, fuel, 60 local minutes and cooperative weather), find enough food for one person, follow tracks a local day old, and may protect one person from poor conditions.
Every time you level up, select another adjective. Effects stack. Adjectives may be selected multiple times.
Portal Hunter
Training has given you a special sense for holes in reality. You immediately know if a new planar portal is opened within one mile. With an hour of meditation, you can sense the exact position of the nearest portal within one mile per level.
If you focus on a visible enemy for a full combat turn (about six local seconds), your melee attacks against them deal force damage (fully effective against targets corporeal, incorporeal or entirely psychosomatic). If they leave your sight or one of you dies, you lose this focus.
Ethereal Step
Taking a step parallel to all 10 normal dimensions places you in the Ethereal Plane. While in this state, you are invisible and lose all senses except 30' of monochrome vision. You may drift through solid objects, but if you are inside an object at the end of the step you shunt to the nearest unoccupied space and take force damage as if you had fallen twice the distance. The step lasts for about six local seconds (typically enough time to move 60' horizontally or 30' vertically).
When you use this ability more than once per local day you have a cumulative 1-in-6 chance to fail to return. Those trapped in the Ethereal Plane age at 1/100th of local rate, and cannot be recovered with only stepping.
Ethereal Hew
Bilocation is a common Planar power, but impressive nevertheless. When you attack an enemy you may simultaneously attack a different enemy within 60'. If the second attack connects and the first misses, you are now adjacent to the second enemy. If both connect you may choose your position.
Ethereal Defense
What's better than being in two places simultaneously? Being in no places simultaneously. Once per combat round (about every six local seconds), you may blink in and out of the Ethereal Plane to ignore half of incoming damage. This does not count against your steps.
Ethereal Prosecution
Rangers aren't actually part of the judicial branch, of course, but "Ethereal Prosecution" is a good name for a template.
As a senior Horizon Walker you are empowered to make arrests of genies, devils, and other important members of planar society. You need at least some excuse to do this, and too many spurious arrests gets you in trouble with Interdimensional Affairs, but arrestees must make their planar court dates or face serious consequences.
You may also request backup by saying aloud "I need backup". A pair of junior agents will materialize nearby within 1d6 minutes. They will return once you are somewhat safe. If you get them killed, Central will refuse to send you any more for 1d6 weeks per death. They are members of one or more of the following bizarre races:
- Human
- Snakewoman
- Birdman
- Big Squid
- Half-Orc, Half-Elf
- Obvious Werewolf
- Paper Doll
- Two Humans
This is an expansion pack for Squig's Sage. The Sage is one of my favorite GLOG classes, and I've been in an expansion pack mood.
![]() |
| Source: the Guildmaster by tsabo6 |
Further Wizardly Tricks: