Thursday, April 1, 2021

Nepenthe on the Mountain (GLOG Microadventure)

    I have something special for you freaks today. In 1986 I commissioned an artist named Vinh Khoa to draw a graphic novel for the Unfinished World. Don't believe me? Well, here it is:
















































  


Thursday, March 25, 2021

Six Shooter In Your Holster (Zouave Expansion Pack: Spaghetti Western)

    Inspired by a discussion in the OSR Discord, this is what the Zouave could have looked like in another world.


Source: David J. Blossom

    Long ago did we abolish cut-and-dried Aristocracy. We had seen little men artificially held up in high places, and great men artificially held down in low places, and our justice-loving hearts abhorred this violence to human nature. Thenceforth we decreed that every man should have equal liberty to find his own level! By this decree we acknowledged and gave freedom to true Aristocracy, saying, “Let the best man win, whoever he is.”
    Let the best man win! That is our word! That is true Democracy! True Democracy and true Aristocracy are one and the same thing. And that's why the men who own the train lines own the whole country.

Class: Zorro

    You are a Zorro; a cunning fox; a ranger of the moors. You've never bowed your head to anybody, and you've never said "sir" when you didn't mean it. The frontier was a great place to waste a youth, until the railroads came to drive you out into the wilderness once more.
    One day you could go no farther. Surely it's just the electric lights that make your face look so weathered and wrinkled. Surely there's still some adventure out there, waiting for you to seize it in two hands.

    For every Zorro template you gain +1 inventory slot and +1 HP. If you have at least one template of Zorro, you cannot fumble with mundane weapons and can wear light and medium armor.

Skills: 1. Agriculture 2. Rock-Climbing 3. Ditchdigging
Starting Equipment: Goofy fringed cowboy outfit (as leather), bowie knife (light), revolver and 10 bullets, good pair of cowboy boots, excellent saddlebags, one other piece of kit of your choice.

  • A Y'all Tales, Genetry, Extra attack per round
  • B A Man Called Noon
  • C Old Friends, Extra attack per round
  • D Over the Dirt
Y'all Tales
    You've been just about anywhere, and you've seen a picture of everywhere else. Roll 3d12 on the following table of mostly-true things you did before becoming an adventurer. If you roll the same result twice, take your choice of the one above or below.
  1. Hanged a Friend. Knew him for years, fought with him back to back in a dozen battles and twice as many barfights. So when he turned horse-thief it left you little choice but to hunt him down, unless you wanted those ranchers to hang you as a rustler on general suspicion.

    You know how to burn a horse out like a match. Your mounts can, if you wish, travel at 3x speed. They have a cumulative 1-in-6 chance of dying of exhaustion at the end of every hour so traveled.

  2. Rode with the Redlegs. Those were different times, yes sir, when you were young. Preacher man says "rejoice, for there is no end to injustice" — but back then there was more injustice, and nastier, and don't let anyone tell you you'd be better off in them good old days.

    While on horseback, you and your party travel at full speed over rough terrain. Ignore any penalties for riding at night or fighting in darkness.

  3. Spoke with a Dead Man. Approached your camp by night and answered the challenge with a smile. Just a pilgrim, he said. Sat, closed his eyes, and spoke for hours — of cities that shone like the sun, of people who walked among the treetops and were taller than the trees, of rivers sculpted like clay, of races that lived and died before the first man was ever born. When the sun rose he burned like powder.

    Intelligent undead recognize something in you, and will not attack without provocation. Unintelligent undead can't perceive you until you attack them.

  4. Killed a King Rattler. Came across a cactus in the desert of a day, and, dyin' of hunger and thirst, cut it open to eat its flesh. Doing so must have angered an elder g_d, or a fairy, or something, because the earth began to shake and the colors of the sky inverted. You flew through the air and tussled with a snake ten miles long. There were some other things, don't recall too well, and after that you plopped out of the sky into a ditch where the local sheriff found you gnawin' on your own hands.

    Take half damage from poison, and when rolling for side-effects of drugs roll twice and choose one.

  5. Saved by the Vultures. Spooky damned birds. They can tell when a man's about to die, everyone knows that, but they've always been a little over-eager when it comes to your corpse. Not that you haven't appreciated their warnings, betimes, especially out in the desert where anything might be watchin'.

    In the wilderness, you always know when you are being tracked or followed.

  6. Gambled with my Life. Knew that the craps-shooter in all black was bad news, specially when you realized those women on his arm weren't breathing, specially when the saloon got dark and you saw those pinpoints of red in them empty sockets, specially when he took off those kid gloves and his bony fingers were the same color as the dice. Didn't stop you from taking him up on that last bet though. Opportunity knocks but once.

    Start play with an emerald, a kadzkadzat, an amethyst, an ancient topaz, and a blue diamond. Each are the size of a knuckle bone. It will be significantly easier to trade them for favors than convert them into cash, but if you can find the right jeweler they're probably worth 100gp each.

  7. Dined with a Cannibal. Lost your way up in the mountains, but it was spring and the snow was melting. Managed to find some wagon-road and followed it to a pass. You thought the old coot was a miner, and you thought his stew was pretty good, before you spooned up a few human teeth.

    Organic material which is not immediately poisonous counts as rations for you. You can live indefinitely off of treebark, shoeleather, old bones or hay.

  8. Found, Immediately Lost, Gold. It was in some lonely valley, whose name you don't recall just now. Something guided you down a secret path by the river into the misty depths. Just when you were getting too frightened to go on, you saw it, glisterin' through the fog — gold! A whole city of the stuff! Fluted pillars caked in gold! Golden paving stones fastened together by gold solder! Golden trees! Golden houses! Golden people! And then the wind shifted, and you never did see it again.

    Detect Cash within 30'. You can tell the difference between mere expensive clothes and genuine wealthy foppishness at a glance.

  9. Saw the Ghost Riders. It's hard to tell this tale all at once. The details on their own are fearsome enough — eyes of fire, hooves of steel, shirts soaked in sweat and blood, backs of steer and horse and cowboy alike cut ragged by the Devil's whips, all manner of horribility. But even if you manage to scare the Hell out of someone, they never seem to understand what the story means.

    If a save is the difference between living and dying, you have advantage. When running from danger you are never the slowest. Save against fear when you see someone die in front of you, or else flee the corpse.

  10. Dueled the Devil. He kept two sets of tally-marks on the grip of his guns — one for gunslingers and one for women and children — and when you blew his head off you didn't even stay to collect the reward.

    Gain +1 initiative for every level of Zorro.

  11. Liberated a Town. A group of bandits was set on attacking some one-horse shithole as soon as they'd brought in their harvest, and the townsfolk had enough money for exactly seven defenders, including you. You've heard a few versions of this story, but yours is the original, and G_d's honest truth.

    +1 MD and a spell of your choice. You're not a wizard any more, but in any big town you probably know a wizard.

  12. Friends with a Goat. People always look at you strange when you tell this story by the campfire. Goats are very intelligent creatures.

    You can ride anything which has been trained to be ridden. Horses, big turtles, dragons — anything. Mounts of animal-intelligence will never willingly attack you, and tamed animals are always happy to see you.

Genetry
    You're a master horseman in the dangerous high-stirrup style of gunfighters and light lancers. Ignore penalties for being mounted under all circumstances (ride your horse inside, if it fits). Allied mounts have a [level] bonus to morale checks. If your mount is spooked or killed, you can choose to immediately draw and fire a pistol at the offender.

A Man Called Noon
    You aren’t some bumbling cowhand, you're a Zorro, and folks 'round here will know what that means if you've got to beat it into their heads. Local posses, wandering bounty-hunters and other assorted low-caste fighters will look to you for guidance. Even the rich will stop to listen if you make a fuss, although they might have you horsewhipped if you say something they don’t like. In addition, you can issue a challenge to an NPC you aren't currently fighting. Roll a d6 to determine their response, which depends on their social class:
  1. Farmer
    1: Disbelief and derision
    2–6: Intimidation and apology.
  2. Cowboy
    1: Loud mockery. Expect his friends to try and beat you up.
    2-5: They accept. Expect a fistfight or, perhaps, some sharp Bowie knives.
    6: Intimidation and awkward verbal submission.
  3. Wealthy Landowner
    1-2: Their thugs beat the shit out of you.
    3-6: A duel!
  4. Cattle Magnate
    1: Gunfight with the bodyguards
    2-5: Their thugs beat the shit out of you, and then they stomp on your gun hand while delivering an evil monologue.
    6: A duel!
Old Friends
    They found you at last; the ones you've been trying to avoid for years. They might owe you a debt, but they are probably here to collect instead. This is someone who showed up in one of your tall tales; maybe a bandit, or a rebel, or a cannibal. Or a gleaming golden giant. Or a goat. Or a dead gambler.

Over the Dirt
    That's where you are, and that's where you'd like to stay. You always go first in combat. If you are surprised, you aren't. If you take someone else by surprise you deal maximum damage with all attacks on your first turn. You sleep with a loaded gun under your pillow, and unless you've been strip-searched you always have 1d4 knives on your person. If someone demands you hand over your weapons you can pull the old unloading-an-armory gag and hand over all four — but you will still be carrying the 1d4 knives.


Also David J. Blossom


Kit
  1. Bowie Knife. Don't know if your world had a Colonel James Bowie, but it's got a light Bowie Knife now. ⅓ slot.
  2. Revolver. 2d6 damage at 20', -1 to-hit for 10' increments beyond that. 1 slot.
  3. Excellent Saddlebags. When packed by you, holds twice as much as normal saddlebags without slowing the horse down any.
  4. Lever-Action Rifle. 2d6 damage at 40', -1 to-hit for 20' increments beyond that. 2 slots.
  5. Three sticks of Dynamite. ⅓slot each.
  6. Three bottles of whisky. Highly flammable, highly saleable. ⅓ slot each.
  7. Branding Iron. As a light club, can brand your personal symbol onto things.
  8. Three tins of tomatoes. Counts as a ration of both food and water. ⅓ slot each.
  9. Gunmetal-Bound Holy Book. Your choice of text. ⅓ slot.
  10. 100' of fine Lariat. Silk, though you could probably convince people it's elf-hair or somesuch. Two steers pulling from either end couldn't break it. ⅓ slot.
  11. Cavalry Saber. A gift from an old friend, a medium masterwork sword with gold fittings and engravings that read "FIRST BATTLE OF SINKS CANYON". Some snot-nosed kid once told you it was counterfeit, since surely they wouldn't have called it the first battle until there had been a second. So you beat the shit out of him. 1 slot.
  12. Gigantic cowboy hat. Your choice of white or black.
  13. Candy-tin with 10 cigarillos. Healthful, and nice to smoke when riding through sheep country.
  14. Blacksnake Whip. Deals damage as a light weapon with 40' of reach. Scares the devil out of wild animals. 1 slot.
  15. Oversized Spurs. Accompany your mosey with a loud chk-chk-chk, which automatically intimidates the farmer-types and automatically fails you your stealth checks. 
  16. Letter in a Familiar Hand. From someone back home, who you haven't seen in a long time. 
  17. Holy Symbol. On a cord so you can wear it around your neck. Immune to fear while you close your eyes and grip this in your hand. 
  18. Cutter Horse. Cunning, swift, tireless, easily spooked by gunfire. 
  19. War Horse. Fearless, powerful, 1d8 kick attack, easily exhausted by long rides.
  20. An oddity or a curio. Roll 1d6 on the following table:
    1. The actual, genuine, golden plates of the Book of Mormon. Congratulations, it's now canon in your world. 3 slots.
    2. Tin of peyote buttons. 20 doses.
    3. A revolver altered to fire silver bullets. Expensive ammunition, -1 to-hit, +1 damage, and (of course) silver. 1 slot.
    4. A rifle cartridge with a name on it. Your choice. Strikes its named target's heart unerringly.
    5. Lucky Coin. 1gp, always comes up the side you call.
    6. A deck of cards, with all aces gone and replaced with the Knight (a rank between Jack and Queen).

Thursday, March 18, 2021

Lucky Charms

O ay happy Saint Paddy's. Here's a list of magic items.

Source: in image


  1. statue of a cricket. makes cricket noises with impeccable comedic timing.

  2. Exotherm salt-shaker. One hearty shake converts a liter of water to ice. 10 doses.

  3. Transitive Opera Glasses. One lens is red, the other blue. When used, you see from their focal point as if you were standing there

  4. Crowd-Patterned Poncho. Looks very strange when standing alone. Blends seamlessly into a crowd.

  5. Sack of cosmic flour. Baked goods prepared from this flour are alive and sentient. Enough for a dozen cookies or one medium cake.

  6. Hell's Eye. A large silvery diamond with a starburst flaw. Critical attacks against the wearer slay them instantly in a manner that destroys their face and other defining features, no matter how bizarre or unlikely that result is.

  7. Sociopathy Detector. Worn around your neck, this small crystal will vibrate in the presence of a sociopath.
     
  8. Heat Bracelet. Gold and rubies in an ancient style. Detonates in 4MD Fireball when it hears its command word (you don't know what its command word is).
     
  9. head of Diamond Garlic. black garlic is made by heating whole bulbs over the course of weeks; diamond garlic by heating whole bulbs over the course of centuries. about ten doses of perfect garlic ambrosia.
     
  10. bee whistle. produces a sound only audible to bees and elfs.
     
  11. jar of hatred. Lovely example of ancient glassblowing. When smashed, creatures within 20' must save against hatred.
     
  12. clouded mirror. reflects nothing, drips blood when you are in danger.

  13. two-part ring. linked by a fine chain. when worn on one finger, that finger is as inflexible and sturdy as a steel spike. when worn on two, your grip is as steady as a vice.

  14. Golden Acorn. Planted, will grow into a golden oak.

  15. Salamander Scent. A crystal vial of the musk from a rare species of volcanic amphibian. Moderately priceless in the eyes of the Perfumers' Guild.

  16. Storm Rattle. Shaking at dawn has a 1-in-6 chance of bringing rain before noon.

  17. Broken Horn. From the head of a Queen in the northern jungles. Alchemists believe the the touch of this horn can cure disease.

  18. small pair of golden scissors. edge never dulls.

  19. a diamond-studded ring in a rococo style. "eats" fires when you stick your hand in them, and can light kindling with a snap of your fingers.

  20. a ram's horn, polished smooth. blowing it produces a male chorus singing about the end of the world.

  21. a pair of green sunglasses. canines (including werewolves) are invisible to you while you wear them.

  22. KILL SPIDER AAAH, an ancient greatsword of chardun and adamant. Single-edged blade, scrawled with ancient runes. He likes music and screams in terror when he sees a spider.

  23. a book of scripture from another world. contains three random wizard spells, which can be identified by/sold to any decent wizard.

  24. a button whirligig. play with it in your hands while looking at someone to make them see the world upside-down.

  25. a spiderweb scarf. while you are actively strangling yourself, your feet cling to any surface and cannot be shifted.

  26. a lantern pumpkin. will not rot. can be communed with.

  27. packet of fairy matches. their light is steady, and they catch even in the wind. their fire burns aggressively but with no warmth. ten matches.

  28. an aprical lense. like a monocle with cheery yellow glass. snow and ice are invisible when viewed through it.

  29. a greenish pebble. twelve hours after you touch it, you teleport to the pebble. be careful.

  30. a silver ring which broadcasts the wearer's conscious thoughts to everyone within 10'.

  31. two identical Edwardian chairs. what affects one affects the other. if two people sit in them at the same time, the chairs swap positions.

  32. pack of cards. the queens are all your mother, the kings are your father, the jacks your friends, and the rules card describes your death in poetic terms. if you burn the deck any curses or diseases affecting you vanish and you heal to full HP.

  33. Paladin Flower. white petals with flecks of black. the first time you fail a save against a malicious spell, the flower suffers the effects instead and then burns to ash.

  34. Overwise Horn. instead of a trumpeting, this horn produces the sound of harsh laughter and mocking voices.

  35. BEYOND NO DOOR. this chardun sai records up to an hour of audio, which it will recite in a stupid voice on request.

  36. piece of paper with the words "the joy of the consumer outweighs the pain of the consumed" in spidery handwriting. if someone reads from this paper aloud, they immediately suffer a freak misfortune.

  37. Portrait of a G_d Among the Trees. A small oil vignette a few inches to a side. The blind can see it perfectly.

  38. Three tarot cards. Draw three and record which they are. When your DM is in doubt, the cards become relevant in some prophetic way.

  39. cufflinks that, if worn every day for a week, give you pancreatic cancer.

  40. mesh gloves which grant +2 AC against missile attacks. if that AC makes the difference, you catch the missile (you can't throw it back though, you're not a monk).

  41. silk gloves. whisper into the palm to create a bead of glass which, when broken, produces the sound. can record single words or voice-clips.

  42. a flagon of mead that is non-alcoholic, non-filling, and non-sustaining of any kind, but constantly refills itself.

  43. GOOD EVIL OVERCOMES. He is a medium foil of pale and chardun. His (edgeless) blade has a screwtip for interchangeable points. Once per dawn, GOOD EVIL OVERCOMES can draw a line of up to 20' on the ground. Undead will not willingly cross this line. Currently used by a group of professional ghost-hunters.

  44. DUSK RIDDLED RIVERBED. He is a light dirk of chardun. His blade has five fullers which constantly drip fresh human blood, about a pint an hour. DUSK RIDDLED RIVERBED will, if asked, identify this substance as red wine. Currently the property of a stupid noble who thinks he is a vampire.

  45. BRIGHT DARING JOYFUL. She is a medium saber (+1) of pale and ossgold. She blows loud raspberries in response to military horns, and constantly complains about how lazy this generation is. Her wielder has bonus to HP equal to the HD of the most dangerous creature they have slain with BRIGHT DARING JOYFUL (she doesn't require a strict final-blow, but she definitely needs to agree that the wielder did most of the work). Currently the sidearm of a forest ranger, and very bored.
     
  46. CASTIGATE LAUGHTER MORE. It is a light kindjal of bronte, with a rough grey diamond set into its pommel. CASTIGATE LAUGHTER MORE deals +1 damage for every point of HP its wielder is missing. It automatically hits when its wielder is at 0 or fewer HP. Currently in the Black Museum of a crimefighting detective.
     
  47. OCHLAGOGUE DEMAGOGUE POPULIST. She is a medium jian (+1) of ossgold. Her guard is a delicately carved piece of mahogany depicting a bat's face on one side and an old man's face on the other. While speaking the faces animate; the bat speaks if she is discussing violence and the old man speaks otherwise. When planted in the ground OCHLAGOGUE DEMAGOGUE POPULIST's pommel opens up like a book, allowing her wielder to take notes or leave sketches. She contains several hundred years of notes from previous wielders, in various languages, mostly about their crimes. Currently the property of a librarian who has translated about a quarter of the journal over the course of three decades.
     
  48. START A WAR. She is a light poniard of pale and chardun. She was damaged in a fire at some point, rendering her blade a dark kelly green and destroying her hilt. Despite this, she is invariably cheerful and encouraging. START A WAR's wielder does not leave foot- or hand-prints while she is grasped, or held in their teeth. Currently serves as a butterknife in the home of a happy peasant.
     
  49. WHO TOLD YOU. It is a medium bokken of bronte. It doesn't really looking like anything besides a slightly-curved bar of metal. Doesn't even have an edge. WHO TOLD YOU's wielder loses color in their eyes while it is drawn, and their vision does not trigger any sight-related effects. Currently floating in a sealed crate somewhere in the ocean.
     
  50. EVERY HOUR WOUNDS. He is a medium arming sword (+1) of pale and adamant. While he rarely speaks, his advice is always sound. Once per dawn, EVERY HOUR WOUND's wielder may reroll a d20. Currently used as a teaching tool by a court man-at-arms.
     
  51. PICK GIRL ROSES. She is a light letter opener of chardun. She would rather be literally anywhere else than in a dungeon. When held to her wielder's ear, she nervously repeats directions for the safest, quickest path to sunlight. Currently in the possession of a dungeoneer.
     
  52. TRULY COUNTLESS BODIES, a medium spatha (+2) of pale, can only be wielded by a missing limb. While he prefers music and feasting, TRULY COUNTLESS BODIES is also happy to kill. Currently buried in a shallow grave.
     
  53. LOVE YOUR CREATION, a medium broadsword of chardun and ossgold, accepts payment in gold pieces for to-hit and damage bonuses. A single attack at +1/+1 costs one gold piece, +2/+2 costs three, and +3/+3 costs ten. He extends lines of credit to those he trusts, but keeps a careful tab. Currently stuck point-first in a creekbed. Offers a bounty of one +5/+5 attack for the slaying of his previous wielder.
     
  54. THERE IS PEACE, a light parrying dagger of chardun and adamant, aggressively strikes other weapons instead of people.  -1 to-hit but +1 AC 
     
  55. the tightened belt, blue silk with white clover-flowers. the tighter it is drawn the louder its wearer's voice is.
     
  56. satan's teeth, a collection of fingerlength fangs in a smoked-glass jar. nothing it sees is sunlit.
     
  57. a golden cup, plain on the outside but lined with wondrous-carved gems of malachite, tourmaline and cinnabar. dry wine poured into this cup becomes deadly poison. put the cup to your ear to hear the last words of those it has killed.
     
  58. a wand of bundled sumac and hissop and rosemary, all bound in gold wire. passed over the head of a farm animal it grows strong and fat and proud; passed over the head of a person their face warps and they become permanently ugly and brutish.
     
  59. SOME LAUGH LAST. He is a scalpel of chardun and negligible weight. Wounds inflicted by him cause no pain. Currently in the possession of a Yellow Cleric who uses him to administer intravenous (ugh ugh ugh) drugs.
     
  60. a diamond wedding ring, bearing the words "the best is yet to come" around the inside. whispers soothing words, granting an additional save against fear and madness.
     
  61. BORN EVERY YESTERDAY. a heavy jian of pale and ossgold. weighs 17,550 pounds, varies between 3 and 60 feet in length at its wielders request. not sure how much damage this does. if you can pick it up, it probably instantly kills people.
     
  62. A mechanical stamp which runs on its user's blood. May transform into a crow and carry a message to someone whose name and face is known to its owner, then return and revert to a stamp. If it should die en route it reverts to a stamp and is lost to the wielder.

  63. A contract signed by an ancestor. An invisible servant follows the wielder, eager to shine shoes and prepare wine. Plays awful, humiliating, possibly-illegal pranks on people it does not like.

  64. TO HEIGHTS HANGING, a scimitar of chardun. emits choking smoke on command; redirects and absorbs lightning, fireballs, &c. eager to devour explosions and black powder, but tends to bite off more than he can chew.

  65. a green-glass bottle that once held a potion of bull's strength. sings a song to itself about the ritual which will grant someone +3 strength forever. the ritual involves the destruction of a highly precious religious artifact from some minority group.


    holy shit i am completely out of it, here are a few random effects for magic swords. i will complete this at some point. 

  1. +2 to all reaction, friendly morale checks

  2. +1 while the wielder sings, attracts small forest creatures, is extremely angry at the wielder if they eat meat

  3. through a series of bizarre self-contradicting laws the wielder is, technically, the vassal of the sword and not subject to any other country.

  4. attracts bugs, lectures (in loving details) on moth habitats and life cycles

  5. damage dealt with this weapon does not injure, leaves no evidence of harm

  6. +MD sword against spellcasters

  7. exists in the wielders dreams until they say aloud "I intend to do harm" in their native language, returns to their mind as they sleep.

  8. transfers the wielder's senses (sight, hearing, taste, smell, touch) to or from itself at their request. the wielder experiences those senses through the weapon.

  9. renders itself and the wielder's arm invisible while drawn.

  10. poisons when struck in surprise

  11. resembles any medium sword of the wielder's choosing

  12. carves chakras, humors, from human corpses.

  13. has a complete and total understanding of technicalities in all legal systems.

  14. when thrust into a human heart deals no damage; allows the wielder to demand one complete and truthful answer. works once per target.

  15. +2 sword if the wielder surrenders and eye to it. when the wielder closes their remaining eye, they see from the perspective of the last person to contact the blade.

  16. grants the wielder flashes of the past of those it strikes. grants those who strike the wielder flashes of the wielder's past.

  17. maps areas it travels through, will share if the wielder offers it wine and burnt incense. the maps devote most of their detail to the subject the sword finds most interesting; namely combat horsemanship ("this room is large enough for a lancer to ride through, but the arrow traps in the decorative wall tiles could injure the steed so i do not recommend it).

  18. grouchily repeats directions for the safest, quickest path to a pub

  19. +1 for the duration of a fight, if held and meditated upon for a full minute beforehand

  20. if used as a plow, grows vegetable soldiers (takes a full year to mature)

  21. unadorned sword accompanied by a magnificent scabbard. sword returns to scabbard as if held by a gorilla on command.

  22. encyclopedic knowledge of spells, may be flattered into explaining their name and function.

  23. wielder cannot become drunk and takes half damage from poison.

  24. when offered as a bet, intelligent creatures are compelled to play games of chance against the wielder.

  25. natural surfaces cling to the last person who contacts the blade, reducing their movement speed by half but allowing them to climb walls.

  26. once per day projects a 15' cone of collapse. everything in the cone presses downwards until it contacts a solid surface.

Sunday, March 14, 2021

How Could I, of All People, Fall Silent? (GLOG Class: Fighter)

    The Master said, "To lie on a bed of arms and meet death without regret or hesitation, this is the strength of the man from the North. The forceful are at home in it. How correct his strength is! He stands on the fulcrum without leaning to either side. How correct his strength is! When the Way is manifest in the land, he is unwavering in his support of it. How correct his strength is! When the Way is not manifest in the land, he will not sell himself out, even until death. How correct his strength is!"
    - The Third Edition of the Sayings of Aeshe

     A quick post inspired by a discussion about archetypal Fighters in the OSR Discord. This is a Tarzan-y, Conan-y guy, and a vastly simplified alternate form of the Sword-Shepherd.

Source: Beowulf by Yoan-Lossel


    This world is violent. Many will take up weapons in defense of their lives, or the lives of the ones they love. Some never return home. In them, martial training has awakened the gift of Alden, oldest brother and Lord-G_d of Hosts, who forged the first swords so men could better kill one another. For them — the Friends of the Wound-Hoe; the Mockeries of the Tree's Sons; the Shepherds of Swords — there will be no peace, until peace catches them unawares.

Class: Fighter


    You are a Fighter, with all that that entails. Fighters cannot fumble with slings, bows, polearms or anything even a little bit like a sword. They may use shields and wear all types of armor. They gain +1 to-hit on odd-numbered levels and +1 defense on even-numbered levels, up to the 10th level if they survive that long.

Skills: 1. Hunting, 2. Medicine, 3. Mounted Combat
Starting Equipment: ringsword (medium weapon), wooden shield with painted design of your choice, wineskin (three doses), heavy traveling clothes (as leather).

  • A Killing Intent, Tigerlike Stride
  • B Suddenness of Death
  • C Invincible
  • D Insatiable Slayer

Killing Intent
    Your soul is inured to the horror of death. At-will, project a menacing aura that convinces most NPCs not to cross you. Only particularly brave people will meet your eyes, and every tavern has a dark corner table for you to sit and brood. This, at minimum, applies a [level] malus to morale checks among your enemies. Unintelligent monsters probably don't even get to check morale, they just leave you alone if you let them be (unless we're talking, like, a 10HD giant evil frog sicced on you by a Wizard or something).
Tigerlike Stride
    Unlike your pampered and morally-corrupt foes, your natural ferocity has not been dulled by civilization. Where a human could move silently without leaving a trace you move silently without leaving a trace; gaps a human could leap with a movement check can be leapt by you without one; things a human could climb with equipment and preparation you can climb with your fingers and toes.
Suddenness of Death
    Weapons on your person can be drawn instantly even if you were wearing them on your back, or hiding them in your boot, or were tied up and couldn't possibly have reached them. Enemies who speak with you are surprised when you attack them, regardless of how prepared they were. Your fists are medium weapons when attacking from surprise.
Invincible
    You are immune to fear and charm effects, and get an extra save against all spells whether or not they normally allow one.  Wounds do not visibly slow you until they kill you. Shouting your name as your charge into battle provokes morale checks from 1HD mooks.
Insatiable Slayer
    Take an entire extra turn in every round of combat. If fighting against only enemies with fewer HD than you, take as many extra turns as you have levels. Enemies you kill are physically shattered and strewn across the landscape. Grim-faced skalds sing of you, quietly, and you are feared by all who known your name.

    There, this fellow ought to be enough to protect any number of financiers and monks and sages and vielleurs.


Assorted Equipment:

  1. Ringsword. A medium weapon, rather like a large rapier, and named for its oversized ring pommel. Nobles would thread a ball-and-chain through the ring in ages past, but that style of fighting has mostly fallen out of fashion. 1 slot.
  2. Revolver. A handgun with a six-chambered rotating cylinder. Effective range of 20', with -1 to-hit every 10' past that. Deals 2d6 damage on a successful hit. 1 slot
  3. Cartridge case. Waterproof, fairly fire-resistant, may be used as a bludgeon. Contains up to ten pre-measured paper cartridges and bullets. This one is decorated with an image of a man lying face down, apparently dead, with ten swords pinning him to the ground. 1 slot.
  4. Shortbow. A tool for hunting and killing silently. Effective range of 20', with -1 to-hit every 10' past that. Deals 1d8 damage on a successful hit. 1 slot.
  5. Quiver. Fairly water- and fire-resistant, may be used as a meadhorn. Contains up to twenty light arrows suitable for a shortbow. This one is decorated with an image of an angel holding a horn to her lips, blowing the final notes of creation, and summoning the dead from the dark places of the world. 1 slot.
  6. 20' of ossgold chain. Effectively unbreakable. Its touch burns the undead. 2 slots.
  7. 50' of rope and grapnel. You can break into a rich man's home easily enough, but this makes exiting from windows much more straightforward. 1 slot altogether.
  8. Skin of chotch. A horrible sort of distilled apple-wine, which can clean wounds or intoxicate strong men in a single swig. Three doses.
  9. Wool cloak with a camouflage pattern of your choice. Options include: forest (green), desert (brown), ice (white and grey), sea (dark blue with green bits), sky (bright blue with white bits), urban (cityscape), Hell (red and orange). 1 slot.
  10. Short Falx. A heavy razor-sharp hooked blade. Seven-feet long if you count its two-foot handle, and mostly unheard of in the civilized world. 2 slots.
  11. Long Falx. A massive (2d6) razor-sharp hooked blade. Ten-feet long if you count its three-foot handle. 4 slots (it is incredibly inconvenient to carry this thing around).
  12. A hammer and a bundle of 10 eighteen-inch iron spikes. 1 slot each. 
  13. A moldering sack of archaic currency. Worth 30 gp, theoretically. ⅓rd slot
  14. Three black-powder grenadoes. Each one flings deadly flak for 100', striking everyone not behind cover (other people are cover) for 1d6 damage. 1 slot each.
  15. Three fire-works. Each one launches a flare 100', which bursts into colored flame at the end for 1d6 damage within 10'. ⅓rd slot each. 
  16. A silk bola tie, weighted enough to be thrown as a set of bolas (light weapon which grapples instead of damaging).
  17. A book of morose poetry about the glory that has passed away, corruption in the hearts of heroes, and the certainty not of death but of growing old and alone after the great deeds are done. ⅓rd slot.
  18. Waxpaper packet of pemmican from your distant, nobly-savage homeland. Three rations worth, can be burnt as fuel, otherwise indestructible. 1 slot.
  19. Ram's horn, bound with gold wire. Produces an eerie sound audible for miles in still weather. ⅓rd slot.
  20. A weird or inexplicable curio. Roll 1d6:
    1. A document that promises the bearer full, permanent, heritable rights to a city somewhere in the west — if they can wipe out the army of undead which currently occupy it.
    2. An Unquenchable Coal. Provides a limitless supply of heat and particularly dim light. Those who swallow it permanently lose a point of HP and gain the kindling ability of the Manufactories. 
    3. A double-sized pen with golden nib, usable as a light weapon.
    4. Seven spare strings for the legendary harp of Alden, made of some snowy material much softer than bronze. Notes plucked from these strings bring tears to the eyes of listeners, and lull the grievously wounded to sleep.
    5. A chaturanga raja piece of white jade, with a deep scar on one side. Its mate, in black chalcedony, is somewhere in the distant north. Your piece cannot face that way directly.
    6. The skull of someone important. Your choice.

Wednesday, February 17, 2021

More Than You Hate Anything (GLOG Class: Wizard)

    "In the Far Realm, outside time, onerous minds drift, absorbed in contemplation of madness. Unspeakable beings whisper terrifying secrets to those who dare communication. These secrets were not meant for mortals, but the Alienist plunges into abysses of chaos and entropy that would blast a weaker mind. An Alienist's mad certainty is sometimes strong enough to sway others to believe in her own future transcendence..."
            – unknown source


Source: Eldritch Gate by Wuggynaut


    An inkblot that grows and spreads and one day covers the whole page. A misspelling in a complicated legal argument. A flaw in the steel of an otherwise perfect sword. A snake that eats at the roots of the world. It's possible that they came from somewhere else — is that better or worse than the idea that they were always here?

Class: Alienist


    You are an Alienist; one who has wandered from the Way of understanding. If you'd like, you can choose what terrible thing happened to your Alienist — maybe she read the wrong book, or studied the wrong artifact, or walked through the wrong door. Whatever it was clarified her mind like formaldehyde and turned her into one of the occulted.
    Alienists can wear light armor and may use shields. You never fumble with clubs, staffs, or very sharp blades.
    She knows two delusions from the list (roll a d6 twice), which she casts with madness dice. Madness dice are very similar to magic dice but not necessarily interchangeable. You can store delusions in your head equal to her intelligence mod; other delusions must be stored in an appropriate fetish (see the equipment list for examples). Alienists can cast directly from a fetish in their hands, or transfer a delusion to or from a fetish with an hour of meditation. If you have more delusions than fetishes or intelligence then you may not cast.

Skills: 1. Archaeology 2. History 3. Linguistics
Starting Equipment: Concealing clothing, a dog's hind legbone, another random fetish, writing implements, athame (light).

Perk: Your mind is heap of broken glass and charred wood. Attempts to read your thoughts deals [level]d6 psychic damage to the clairvoyant. Fear effects charm you, and charm effects cause fear.
Drawback: Everyone is aware Alienists are dreadful freaks. Small children cry at the sight of their faces, and even if they walk around in a voluminous black cloak people can just tell there's something wrong. Shopkeepers will do their best to refuse them service, and they might be run out of town by peasants with torches. This is the price of genius.

  • A New Eyes, New Flesh
  • B Hateful Mind
  • C New Geometry
  • D Liberating Touch

New Eyes
    You look at the world in a strange new way. Roll for one of the following:
  1. Piercing Sight. Your eyes are featureless glass. When you wake up in the morning, decide which [level] materials you can see: meat, stone, metal, earth, vegetation, magic. All other material is invisible to you.
  2. Overwhelming Sight. Your eyes are black and completely nonreflective. All 108 colors of the true spectrum are visible to you, including "Trap Prepared Deliberately", "Difficult Decision, After Much Soul-Searching", "Horrible Crime Committed Long Ago" and other traces of the past. Unless you are specifically on watch, you are always surprised by any present-day encounter.
  3. Desiring Sight. Your eyes are grinding clockwork. Artificial light (such as from a torch or lantern) is invisible to you, but you can see motion at any distance with enough detail to discern a raven from a crow.
  4. Profiteering Sight. Your eyes are, apparently, gone. Perceive objects as being shaded in monochrome according to how valuable they are. You are colorblind in all other respects. 
  5. Conflicting Sight. Your sclera are black and your pupils white. You see darkness as light and light as darkness. Dim twilight is about the same.
  6. Grasping Sight. You have tentacles in your sockets instead of eyes. They can unfurl to 10', taste like a tongue, and grip like a strong hand. Tentacle-eyes let you climb like a very long gorilla, but if an NPC sees them they'll go loco. Like, NPCs will freak out at any of these fucked up eyes, but they really hate the tentacles. 

New Flesh
    She is a strange new color, or texture, or substance. Roll for one of the following:
  1. Treen Flesh. Her skin is oily, russet, and non-conductive enough to render her immune to lightning damage. Fire damage permanently blackens it. For every six points of fire damage dealt to her, she loses a point from her maximum HP. After taking 36 points of fire damage (keep a running total) her charred exterior renders her immune to fire as well.
  2. Vertiginous Flesh. Her skin is a normal color, but is much farther away than it looks. Ranged attacks deal half damage.
  3. Ganoid Flesh. Her skin is lustrous and steely, giving her +2 AC and a slight resemblance to a fish.
  4. Dwale Flesh. Her skin is lightless matte black. She is immune to poison and her blood corrodes metal in minutes: one HP melts through a dagger's worth of material. Upon striking her, bladed weapons are useless until repaired.
  5. Sinter Flesh. Her flesh is rough and grey, and is not damaged by fire. She does not need to breathe.
  6. Vetanda Flesh. Civilized people are obliged to attack her if they see her skin. Nothing will ever willingly bite her.

Hateful Geometry
    While standing in a corner of a room she is, if necessary, also standing in all other corners of the room. She gains another delusion by rolling a d8.

New Mind
    Whenever you wish, and as many times as you wish, you may reroll your alienist's intelligence score until it is higher and reroll another score of your choice until it is lower. When their intelligence is 18 you may reroll it with 4d6, and so on and so forth. Minimum stats can't be altered further. Gain another delusion by rolling a d10.

Liberating Touch
    While your hand is on a humanoid's shoulder, you can snake a sharp tentacle into the back of their neck and control them like a puppet. You can make the other character talk and move, but you can't make them cast spells. They are aware that they are being controlled and will panic as soon as they are released. If you takes her hand off of their shoulder or moves away they are released immediately. At this level you may choose two delusions.


Delusions

  1. Summon Alien
    R: 10' T: a space large enough for the summoned alien D: [worst] hours
        A small crawling blind thing (1HP, no AC, Morale 2) with two appendages and a body like paper appears in the target area. It collapses into dust at the end of the duration or upon death. For every [die] invested in this creature, choose two details:
        - Thick hide, granting AC as leather and a pattern of your choice.
        - Dense meat, granting [sum] HP and causing the creature's corpse to count as a ration.
        - Natural weapons, allowing a 1d6 damage attack.
        - Functioning wings, allowing flight like a butterfly.
        - Great size, allowing it to be ridden.
        - Obedience, allowing it to be commanded by your Alienist.
        - Bravery, granting Morale 12.
        - Another six legs, allowing movement like a charging bull.
        - Many eyes, allowing vision like your Alienist's own.
        - Human lips, allowing speech in your Alienist's voice.
        - Human form, resembling anyone you wish.
        - Permanence, removing the time limit on its existence.
        Invested MD only return when the creature dies or is dismissed. NPCs may object to your alien's presence.
        While this delusion is in her head, the Alienist doesn't understand that animals do not talk.

  2. Lengthen
    R: touch T: anything D: permanent
        Target increases in length up to [dice] times. Objects so lengthened cannot be further Lengthened. If the target is part of a creature, they may save to negate this.
        While this delusion is in her head, the Alienist can't estimate distances longer than her handspan.

  3. Countercurse
    R: shouting distance T: a spell, enchantment or spellcaster D: instant
        Target spell is deflected or undone if [dice] is equal to or higher than its. Target enchantment is dispelled or stolen if [sum] is strictly higher than its. Target caster may choose: no casting for [dice] hours and your Alienist's invested MD burn, or roll their own MD until they have a sum greater than [sum]. MD rolled in this game are expended, returned, and cause mishaps and dooms as normal.
        While this delusion is in her head, the Alienist can't see spells (even her own), and is frightened by their effects on the mundane world (save negates).

  4. Stone to Teeth
    R: sight T: a cube [dice]*5' to a side D: permanent
        Stone inside target area is converted to a pile of milk teeth. Living stone is immune to this.
        While this delusion is in her head, the Alienist can't tell the difference between solid materials.

  5. Meat Hive
    R: sight T: meat of [dice] HD or fewer D: [dice] hours.
        Target meat is filled with [sum] holes containing eyeless carnivorous honeybees (1HP, AC as leather, stings require saves vs. fear). The bees are hungry, and aggressive to everything but their own hive.
        While this delusion is in her head, the Alienist doesn't understand that individuals are individuals, and sees every limb as a distinct entity.

  6. Hideous New Shape
    R: touch T: a physical living body D: [dice] minutes
        Mold the target like clay over the duration. Changes are permanent at the end of the duration, and targets given a Hideous New Shape cannot be further altered.
        While this delusion is in her head, the Alienist doesn't understand she is the same sort of creature as any other person.

  7. Crown of Cruelty
    R: sight T: a being with free will D: indefinite
        [sum] invisible barbed nails are hammered into the target's crown chakra. Their reaction rolls are made with 1d6. Reaction rolls made against the target are made with 1d6. Each of these rolls removes a nail, and until all nails are removed target saves with a [dice] penalty. MD invested in this spell only return on the target's death or when all nails have been removed.
        While this delusion is in her head, the Alienist can't tell what emotions others feel without being told.

  8. Contact Something Else
    R: self T: not the self D: instant
        Your Alienist may ask [expended] questions of the higher power contacted. This answer is always correct if your Alienist has recently done something the higher power approves of, or has a 2-in-6 chance of being a lie otherwise. If the question is outside their area of knowledge they'll pretend to know what they're talking about but all bets are off as far as accuracy goes.

        The Alienist may choose which MD to count to contact the [sum]th entity:

    1. Five-Sided Skull, who approves of decay and disapproves of technological innovation. Knows about everything now destroyed.
    2. Sabal Sabash Sabazos, who approves of human laws and disapproves of time travel. Knows about everything humans plan on doing.
    3. Mouth Mother, who approves of huge amounts of wasted food and disapproves of human laws. Knows about everything hidden from the sun.
    4. Hati Moon-Eater, who approves of sappy romanticism and disapproves of haute culture. Knows about everything difficult and painful.
    5. Abaddon, who approves of monsterhunting and disapproves of lies. Knows about everything he hates (monsters, witches, bankers).
    6. Susamun, who approves of keeping important secrets and disapproves of books. Knows about everything ever written.
    7. Bast, who approves of large sacrificial offerings and disapproves of you not paying attention to her. Knows about anything she cares about (luxury, cash, dishes of warm cream).
    8. Wailing Cicatrix, who approves of nothing and disapproves of all. Knows too much.
    9. Old Man Under the Ice, who approves of reports from the surface and disapproves of contacting other entities. Knows about everything that happens in the cities.
    10. The Desert, who approves of insanity and disapproves of kindness. Knows about everything that happens in the wilderness.
    11. King-Smith, who approves of kindness and disapproves of voting. Knows about all craft, skill and art.
    12. The Jade Throne, who approves of detachment and disapproves of nothing. Only answers with a "yes" or a "no".

        While this delusion is in her head, the Alienist doesn't understand the difference between those dead and alive.

  9. Blasphemous Orb
    R: 100' T: a point visible to the Alienist D: instant
        The Alienist points and a bead of force darts from her fingertip to the target. Unsecured objects within [dice]*10' of the target are tossed around by invisible goopy tentacles. People in range take [sum] damage if vulnerable to getting clocked by loose-flying garbage. Absolutely obliterates furniture.
        While this delusion is in her head, the Alienist can't understand what is valuable and what isn't without being told.

  10. Unspeakable Speech
        While this delusion is in her head, the Alienist is unable to speak to anything she normally could. She may Speak with Doors, Evil, Poison, Herself and Weapons.

  11. Ruin Logic
    R: sight T: something with stats D: instant
        This is the less horrifying of the two legendary delusions of the Alienists, but is still a fright to behold. Can only be contained in her mind or a specially designed fetish. Exchange [dice] numbers on the target's sheet permanently. If the target's AC is changed their armor fuses to them. Other changes are less obvious but still nonsensical.
        While this delusion is in her head, the Alienist can't tell the difference between other people without being told.

  12. Door to Hateworld
    R: 20' T: an area of solid ground 6' wide with 10' clearance D: [sum] days
        This is the more horrifying of the legendary delusions. Can only be contained in a specially designed fetish. When cast, your Alienist loses [worst] charisma and a doorway opens in target area. Anyone who looks inside goes immediately and irreparably insane, no save. Every sixty seconds a random Alien is Summoned from the door as with [dice] MD. They are Obedient to no one.
        If your Alienist enters such a door, you win. Game over.


Fetishes.
    Roll a d10 to determine which you start with. These can be found, or made, or perhaps purchased from another Alienist if you've got the cash. Others varieties certainly exist.
  1. Hind Legbone of Dog. Unremarkable. 1 slot.
  2. Golden Chalice. Must be made out of at least 30gp of material and filled with wine. ⅓rd slot
  3. False Eye. Must have been used by a murderer as they committed their crimes.
  4. Bottle of Spinal Fluid. Must be extracted from a living person. When they die, it is rendered useless. ⅓rd slot
  5. Sharp Knitting Needle. Must be inherited or given as a gift. As a light weapon. ⅓rd slot.
  6. Spade. Must have been used to bury someone. As a medium weapon. 1 slot.
  7. 20' Steel Chain. Must be wrapped around your waist as an uncomfortable, clanking belt. 1 slot.
  8. Silk Phrygian Cap. Highly unstylish. Can't wear a helmet at the same time.
  9. Greatsword. Large enough for two delusions, which are returned to you abruptly if you ever attack with a different weapon. 2 slots.
  10. Suspicious Book. Don't let the censors see this one, or its salacious cover. ⅓rd slot.
  11. Dangerous Mathematics. Must be the only paper copy in existence. Can contain Ruin Logic.
  12. Key to Hateworld. If you chose Door to Hateworld at fourth level, this key is caught in your throat the next time you wake up. Every time you lose this key it will return with progressively sharper teeth. 1 slot.

Mishaps

  1. Your MD return to your pool only on a 1 or a 2 for twenty-four hours. 
  2. Screaming agony for 1d6 rounds. Lose control of any ongoing effects.
  3. You cast Summon Alien instead, summoning a random non-Obedient creature.
  4. Until this mishap takes effect, you are inside the target area of any area-of-effect spells which could target you.
  5. You lose your delusion for twenty-four hours. If it was contained in a fetish, you lose that as well. It returns in some unlikely way after twenty-four hours have elapsed.
  6. All people who can see the delusion are affected as if it was in their own mind until you cast again.

Dooms
  1. You lose coherence. For an hour your mind is under the effect of every delusion. You may cast any non-legendary delusion if you can figure out what the Hell is going on.
  2. The alienist loses intelligibility, is under the effect of every delusion for twenty-four hours, and may not cast.
  3. She loses her power and is permanently rendered an orthodox wizard with as many Magic Dice as she had Madness Dice. She is no longer under your control. You lose. Game over.
    It should be fairly obvious how to avoid this fate. Good luck.

Tuesday, February 9, 2021

An Unfinished World in 13 Items


Equipment:
  1. Ugly .65 caliber horse-pistol. The gun's gilded butt is dented from someone wielding it as a hammer.

  2. Long thrusting sword with a ring pommel. The sharkskin on the grip is worn soft, and most of the steel has blued with age, but the edges have been carefully maintained. Repeating text has been etched around the pommel in tiny spidery letters: JUDGE NOT JUDGES JUDGE NOT JUDGES JUDGE NOT JUDGES JUDGE NOT...

  3. A black mask in the shape of a skull. Steel core, thickly lacquered, with a sturdy ribbon to keep it attached. Fitted for one specific face.

  4. Who Is He And How Shall We Know Him?, a poorly-translated pamphlet about the Messiah. Some of the particularly incomprehensible sections have been crossed out and rewritten with a pen — unfortunately, the editor wasn't any more fluent than the author. The margins are filled with objections and cross-references, in several hands, arguing several mutually exclusive points. The cover is stamped EDUCATIONAL COPY - DO NOT BURN. 

  5. Three finger-sized sticks of dynamite in a waxpaper packet sealed with food-safe glue. The block-print label advises the packet be stored away from heat and ignition sources, and provides a cheatsheet for blast radii in different conditions.

  6. Handful of fat coins made from tempered glass, with flecks of gold leaf trapped inside. When held up to light the seemingly-random pattern of gold casts shadows on the ground revealing who minted the coin and when.

  7. Hipflask bearing a scuffed recreation of the classic al secco oil mural Nosam's Cabal Slays the High Priest Jonathan with Burning Knives. Contains eight ounces of strong applejack. 

  8. Packet of boiled-sugar candies flavored with ephedra. 

  9. Tin labeled POWDERED OPIOID-IPECAC, containing a few dilapidated handrolled cigarettes stuffed with frankincense and damp with clove oil.

  10. Carbide lamp with changeable lenses of colored glass. A tally of twenty-three marks has been kept on the back of the lamp, labeled "porters lost".

  11. An anatomically accurate model of a heart carved from dolomite. Luminiferous white fluid leaks from the cut surface of its valves. The heart beats every forty-five seconds, keeping perfect time in all conditions.

  12. Wooden board with lettering in black paint: "JOSHUA CONGSHEN PREACHES HERE TODAY". Attached to a bit of wire so it may be hung in different places.

  13. Set of tarot cards, well-thumbed. All of the trumps have been removed, with the exception of the Tower, the Hanged Man, the Hermit, the Hierophant and the World (which depicts an inverted pyramid shrouded with shadow).