tag:blogger.com,1999:blog-29428401718760665602024-03-13T15:08:14.473-07:00ふかひれスープHi, this is a blog.Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.comBlogger103125tag:blogger.com,1999:blog-2942840171876066560.post-64473356207250975632023-10-24T19:17:00.005-07:002023-10-24T19:37:48.358-07:00GLOGtober 2023-15<p>So it is day 24 of October, but only day 15 of GLOGtober. Time has become misaligned with itself. Tomorrow will be yesterday, and the day after will be next January. Today I chose - and it is my choice now, I have broken free from the RNG that bound me - I chose a very simple prompt. Or maybe it's a complicated prompt and I don't get it?</p><p>"Random encounters on an ancient road," says Locheil. Well now I'm wondering why the road is specified as ancient. Must I take that into account, somehow? How old is ancient? El Camino Real is older than anyone I've met, or anyone they've met. Can I be an encounter? Maybe. Hopefully I'll figure it out after the page image.</p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpXOWDMwWxF_xxlCi5Px2AzWWjMqrBuJQAvOiYIJgm6dxjMHSiHH0sbpnR02MO1kpaCAko2OzSvxPEhb5SH77PmekwGtoGQlGm19VdI4aPgDjYJYX-7IzsF-2tTDpMZJAgVmwiOd65xHxG0iubQ5IBd2jDbHICCq8nHIyuNJLMxn4O6adKOJ7mLqLLytp_/s754/troys%20burgers.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="754" data-original-width="545" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpXOWDMwWxF_xxlCi5Px2AzWWjMqrBuJQAvOiYIJgm6dxjMHSiHH0sbpnR02MO1kpaCAko2OzSvxPEhb5SH77PmekwGtoGQlGm19VdI4aPgDjYJYX-7IzsF-2tTDpMZJAgVmwiOd65xHxG0iubQ5IBd2jDbHICCq8nHIyuNJLMxn4O6adKOJ7mLqLLytp_/w289-h400/troys%20burgers.PNG" width="289" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">I think this place is on El Camino Real.<br />It's complicated, I guess.</td></tr></tbody></table></p><p><span></span></p><a name='more'></a>Random Encounters on El Camino Real (A Table For Mall Rats On Their Way To The Mall)<p></p><p>1. 1d8 BMX Bandits (LEVEL 1, 6HP), they want you to do a backflip or at least dance like a monkey or something. After you entertain them for a bit they'll let you go. They'll get violent if you don't appease them.</p><p>2. A Defunct Robot-Cop Car (LEVEL 6, 26 HP, 8 STR, -8 DEX, 4 MIND, 7 ATK, 4 DEF, 0 INIT, 100 SLOTS, -8 STLTH, 8 MOVE), calm but uptight during the day. Will go into a rage if it sees drugs or sees someone out after dark. Won't go inside, but has a pistol (1d6 damage).</p><p>3. Very drunk man, drinking a pepsi out of a 2-liter bottle. Insistently offers an experience token (can buy a Level-Up soda worth 50xp at any applicable vending machine) if someone can beat him in an unarmed brawl. Drunk man is a master of drunken boxing (LEVEL 10, 24 HP, 8 STR, 8 DEX, -4 MIND, 9 ATK, 6 DEF, 0 INIT, 6 SLOTS, 0 STLTH, 4 MOVE). Has Death Dice but will concede if he gets down to using them. Will stop short of dealing a fatal blow to whoever he's brawling. Win or lose, he'll give over the token.</p><p>4. A boy/girl group is asking for directions via R&B choruses. Their armed escort ran off when they saw a Talker and now they might not make it to their destination safely (3-5 people, 3 HP, LEVEL 0). If you guide them all the way to their destination, they'll give you some cash.</p><p>5. A giant pixelated frog is repeatedly crossing the road. The low number of cars makes such a task trivial.</p><p>6. A man carrying an enormous boombox, and loud as hell. He's trying to ask for change, two 5s for a 10, but you can't hear him. If you get within 30 feet, you start taking damage every few seconds from how loud the boombox is.</p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-21984671154042668952023-10-22T16:29:00.005-07:002023-10-22T16:30:19.198-07:00GLOGtober 2023-14<p>So I missed a bunch of days for GLOGtober. I'm just gonna do some more. Not randomly rolling them this time, just choosing whatever feels interesting.</p><p>I'm gonna preface this with a disclaimer that I'm not fluent in Japanese so uh, why would you ask me to write poetry in it. SunderedWorldDM, you are sadistic and cruel, not because you have caused me pain - which you have - but because of the pain you have forced me to inflict on others. These are gonna be some superficial, nonsensical, badly worded haiku.</p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg960UkgeTlDB9T6lihCPITpqqQ47f-X3xBZTwf1GVwX-K8xXuPz8xk3e6l-yLTeQJscVuGEJmRv3GqVLwzKIOLZCN1zEQtA959-v8B5uN8PX5w3GS3MOcsM8yVR39IXA4ylYV-viwcaffRAsu3pC4hq_Il_6X0vRCcBNoGHROFwDokqJHbjnmrKUyL87R_/s521/haiku%20map.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="432" data-original-width="521" height="331" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg960UkgeTlDB9T6lihCPITpqqQ47f-X3xBZTwf1GVwX-K8xXuPz8xk3e6l-yLTeQJscVuGEJmRv3GqVLwzKIOLZCN1zEQtA959-v8B5uN8PX5w3GS3MOcsM8yVR39IXA4ylYV-viwcaffRAsu3pC4hq_Il_6X0vRCcBNoGHROFwDokqJHbjnmrKUyL87R_/w400-h331/haiku%20map.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Can you read this map? I hope so.<br /></td></tr></tbody></table><br /><span><a name='more'></a></span><h1 style="text-align: left;">YOU'VE HEARD OF THREE WORD SWORDS GET READY FOR SEVENTEEN ON ADVENTURES</h1><p>0: </p><p>親の子が</p><p>紅葉に消えや</p><p>稲雀。</p><p>The child of the parents disappeared into the red maple leaves. Sparrows feast on the ripened rice fields.</p><p><br /></p><p>1:</p><p>鹿森え</p><p>鬼が唸るや</p><p>子供ない。</p><p>In the deer's forest, an ogre growls. There are no children.</p><p><br /></p><p>2:</p><p>山脈の</p><p>前が花野ね</p><p>静かかな。</p><p>Before the mountain range, a flower field. It's quiet.</p><p><br /></p><p>3:</p><p>蜻蛉霧</p><p>がんを隠れや</p><p>子供ない。</p><p>Dragonfly fog hides the goose. There are no children.</p><p><br /></p><p>4:</p><p>吸血鬼</p><p>秋季に城で</p><p>客がかな。</p><p>In the Autumn air, the vampire's castle has a guest staying.</p><p><br /></p><p>If someone knows Japanese or Poetry or Both and wants to correct my usage of either, please give me a call at (760) 867-5309.</p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-21953958095483850442023-10-13T15:21:00.001-07:002024-02-07T12:52:50.491-08:00GLOGtober 2023-13<p>So multiple other people already did this prompt. Someone should mash them all into the same setting. That'd be neat/funny.</p><p>The prompt is: Atlantis-type situation but in reverse. It goes up instead of down.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgdTTOnIP8KoEyoSjMZ8UlQ8YqiHnotMk7YrrqCwotNqzNDZ8mxzjF2GdhCOjvlHJfjljljHgmNKphbkznxi6q_j4q1fK2JLPo_2ZaQ21mDu0j-kd3u5mVmfJ70kzJQyyM8MprVIaAdUOBZxjJwqgzK7uwuEPKSa4bdF_D4fGGEM_iSTTf7exCa6Xj5hAsJ" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="750" data-original-width="1000" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgdTTOnIP8KoEyoSjMZ8UlQ8YqiHnotMk7YrrqCwotNqzNDZ8mxzjF2GdhCOjvlHJfjljljHgmNKphbkznxi6q_j4q1fK2JLPo_2ZaQ21mDu0j-kd3u5mVmfJ70kzJQyyM8MprVIaAdUOBZxjJwqgzK7uwuEPKSa4bdF_D4fGGEM_iSTTf7exCa6Xj5hAsJ" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Like this but maybe humanoid<br /></td></tr></tbody></table><p></p><span><a name='more'></a></span><p>The Lost City of Glubble</p><p>The Salamanderite city of Glubble doesn't seem lost to the average person. It's right over there, centered in the Mt. Holt caldera. But to the Salamanderites who inhabit it, it is dreadfully, hopelessly lost. Long ago, the Salamanderites were hunted for their magic powers. The Grand Sorcerer Bloop - the greatest mage of all the Salamanderites - cast a magic to hide the Salamander cities in the Earth's mantle.</p><p>For centuries, the Salamanderites enjoyed their isolation, expanding their cities through the gooey warmth of the inner Earth. With the firey energy surrounding them, their magic was strong and they thrived. 70 years ago, however, an ambitious mage by the name of Sloomboo claimed that it was time to rejoin the world above, and that he knew how to do so. His attempt at a social movement largely failed, so he decided to make it physical. Sloomboo broke in to the Chambers of Legacy, and used the artifacts there - the artifacts that stabilized and protected Glubble - to cast a spell. He intended to raise all the cities to the surface, but Sloomboo was no Bloop. Glubble burst from the Mt. Holt volcano, alone.</p><p>The people of the city have tried to learn the modern surrounding cultures, at least a little. Traders find it difficult to communicate in Glubble - as few Salamanderites speak any language but Salamander, and customs are so different - but the rare and unusual spices, vegetables, and magically-mutated bugs are valuable enough that some merchants try anyways. Only a handful of Salamanderites have ventured far from the city, but the newest generation seems to be gaining more interest in the outside world.</p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-9725806263874695582023-10-12T06:23:00.005-07:002023-10-12T06:27:28.245-07:00GLOGtober 2023-12<p>So even though the words "fairy tale" have, I think, an European connotation (?) this post is going to not have an European connotation (??). It'll have an American connotation, I guess, because I'm American (???).</p><p>I dunno maybe "fairy tale" is a universal thing, and it's just that the society I live in has an European connotation sometimes (????). Fairy tale just makes me think fairies and the further away you get from fairies the less I think of it as a fairy tale. I don't even know if these are fairy tales disregarding connotations (?????) (seriously what's a fairy tale).</p><p>Maybe it would have been cooler if I let you assume that the post would have an European connotation (??????) ("an European" doesn't sound right) and then let you flounder trying to ascribe each scenario to a tale.</p><p>Whatever, the prompt is, "Fairy tales."</p><p>I think this post is probably better if neither you nor your players recognize what the hell I'm referencing.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigNmLrtpSkrVtjgU3K8-znALgpL6ZbG1sgLOmUkJWeax3-cztuunbH6ekt9xkaqtDsK3AMZM8fkPsEaRbhhmqoP4j-yHGHtjBQOE0D3dn6xwBNbDDTOWX-5PHvMOvDgF3N1Yg8EBqZaAqoe-4O1je7zu17r7jkzrbLNu0oo98nNRmuGivCcuaDHHimry81/s1255/fairy%20tale.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1000" data-original-width="1255" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigNmLrtpSkrVtjgU3K8-znALgpL6ZbG1sgLOmUkJWeax3-cztuunbH6ekt9xkaqtDsK3AMZM8fkPsEaRbhhmqoP4j-yHGHtjBQOE0D3dn6xwBNbDDTOWX-5PHvMOvDgF3N1Yg8EBqZaAqoe-4O1je7zu17r7jkzrbLNu0oo98nNRmuGivCcuaDHHimry81/w400-h319/fairy%20tale.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Wikipedia says this is what fairy tales look like<br /></td></tr></tbody></table><br /><br /><span></span><span><a name='more'></a></span><h1 style="text-align: left;">Encounters: Fairy Tales</h1><p>These are intended to be placed in overland random encounter tables, probably in a more dungeon fantasy type campaign. I would suggest replacing most of these entries after the first time you roll them.</p><p><b><br /></b></p><p><b>1</b></p><p>A young man about an inch tall is stuck, as the stream he has been rowing a bowl down has been blocked by a tree branch. He says he's heading for the big city, to make a name for himself. The next time he is encountered - perhaps in the big city - he will be about 6 feet tall and have a magic mallet. If you helped him at the stream then with a shake of his mallet he will summon a hefty sum of gold and treasures in appreciation. Otherwise he'll just brag about how rich he is now.</p><p><br /></p><p><b>2</b></p><p>A young man wanders, disheveled and distraught. He wears strange, old-fashioned clothes and carries with him a fine, jeweled box. Three hundred years ago he entered the Dragon Palace, and yet it seems like only a week. A month at most. A year? Certainly no more than a year. He insists that he must keep the box closed, as it's all he has. He is immune to all injury while the box is closed, but if it opens he ages 300 years in an instant and dies.</p><p><br /></p><p><b>3</b></p><p>A crab, a chestnut, a rice mortar, and a hornet are sitting in a circle around a fire, harrowed expressions on their faces. They just killed a monkey. The other three will almost stop the crab from saying it, but in the end they won't hide it. They killed a monkey. It was justified, the crab says, but that doesn't make them a good person. The monkey killed the crab's father, and all the crab can do is hope no one loved the monkey enough to keep the cycle going. They don't know why they're talking to you. You don't need to be wrapped up in all... this.</p><p><br /></p><p><b>4</b></p><p>A well-armed young man, a dog, a monkey, and a pheasant are travelling with purpose. If you stop to chat, the man will offer you a snack his mom made if you journey with him to Demon Island to slay all the demons on it.</p><p><br /></p><p><b>5</b></p><p>A man offers to trade you a piece of straw for the most valuable looking thing he can see. He is incredibly insistent, but ultimately pretty powerless to actually make you do anything.</p><p><br /></p><p><b>6</b></p><p>A woman is lost. She wears a rather formal outfit, and doesn't carry anything for protection. She doesn't even have a backpack. She won't explain where she came from, but she says she's looking for a man. She knows his name and address. He's in a nearby settlement, but she will quietly ask if you can guide her there as she is a little nervous. She can pay you in fine silks. She doesn't seem to be carrying fine silks - aside from her clothes which are made of likely the finest silk you've ever seen - but if you escort her to the address she desires, she will have them at the time you part. Every night she goes off somewhere for a few hours, perhaps to eat? She doesn't eat when you can see her.</p><p>In truth she's a spider that was saved by the man, who went to learn how to turn into a human so she could come back and weave silk for him in gratitude.</p><p><br /></p><p><b>7</b></p><p>A teakettle with the head, legs, and tail of a fox (or a fox with the body of a teakettle?) is travelling with a bindle over his shoulder. Destination: anywhere but where he's been. Spirits: high. Expectations: low. He would appreciate some help, however. The next city is far, and he's got short legs. He'll promise to pay you if you carry him. The fox is sensitive and will run off forever if you are overly rude, but if you manage to take him to a larger settlement he will give you a minor holy relic he kept in his bindle. He took it from, "Some jerks." The teakettle is very proficient in singing and dancing, and can turn into any mundane object the rough size of a teakettle. If you insist on using that object, the fox is liable to run off forever.</p><p><br /></p><p><b>8</b></p><p>A middle-aged, somewhat unkempt man very obviously tries to sneak up on you. He waves his magic fan at someone's nose, causing it to grow to a grotesque size. After dancing for a few seconds, he then runs away. That's the plan, anyways. He's not very good at sneaking, or at waving things in peoples' faces without being stopped, or at running away.</p><p><br /></p><p><b>9</b></p><p>A child - only 5 or 6 - wearing nothing but a large bib and carrying a hatchet. He can converse with animals - even the ones that don't talk - and is stronger than nearly any grown adult. And he wants to wrestle. Someone's gonna have to take a fall, because you're almost definitely not beating him. He wrestles bears. And demons. And he wins.</p><p><br /></p><p><b>10</b></p><p>This is a long, script-like thing. If you go off it, whatever. The point is this is the plan that the foxes are following.</p><p>There's an inn. Wherever you are now, there's an inn there. Inside, everything and everyone seems normal at first. There's the innkeeper, her two sons, an old priest, and an eager young courier. If you decide to eat a meal there - or otherwise stay a while - eventually everyone leaves the room for one reason or another. Everyone but the courier. They try to make small talk for a bit, then ask about how much money you make, then ask about if you have any magic items (you just seem like you'd have something cool), then they go for your weapon. Whichever weapon is the most plausible to accidentally stab yourself in a vital area with.</p><p>If they managed to draw your weapon (and you attempted to prevent them) they accidentally stab themselves dead with your weapon. If you tried to hurt them in response to them going for your weapon, they are dead. If they didn't manage to draw your weapon... you blink and they are dead, the blood is on your weapon (they tried, what are you gonna do). If they draw your weapon and you do nothing, they pause, then somehow accidentally stab themselves dead while attacking you.</p><p>This is all to say that they end up dead, one way or another. The rest of the inn inhabitants will conveniently return at this time, shocked and certain that you killed the courier. The priest will attempt to convince you that penance is necessary, and that the first step is to (shave your head/receive a holy tattoo/whatever is most appropriate for your priests). If you don't... that courier worked for some important people, who would be very angry if they knew who you were. The priest could only protect you from that if you followed the steps of penance.</p><p>So in the end, if you leave the inn before the courier dies, the inn and its inhabitants disappear with sighs of disappointment. After, they disappear with a chorus of cackles. If they manage to shave your head or tattoo you - they only get halfway through shaving one person, or only give one person a rather obnoxious tattoo - then the inn and its inhabitants disappear with raucous laughter that lasts and follows you for minutes. And if at some point you start killing the inhabitants or something, they will die quickly and without a fight, and the inn will sit quiet for a while, and then the raucous laughter will kick in and things will vanish.</p><p>The meal was real though.</p><p>Again, this probably won't cover everything the players do. The inn is created by foxes whose goal is to (give you a bad haircut/give you a wack tattoo/something similar). And they have a weird plan to do so.</p><span><!--more--></span><span><!--more--></span><span><!--more--></span><span><!--more--></span>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-76057595127214073282023-10-12T00:04:00.008-07:002023-10-12T00:04:56.027-07:00GLOGtober 2023-11<div>So I am racing and blazing and burning the candle at both ends and if fate shears kindly I'll have this done by midnight and if fate shears too kindly I'll have this done by 11 and you'll be like, "Walfalcon what was that intro about it's not even that late," and the truth will be revealed, the truth that sometimes I write these intros before I even figure out a vague idea of what the rest of the post will be.</div><div><br /></div><div>Anyways that's not the case here, this time I have a slight idea of what the rest of the post will be because this time I have found the niche for my blog! Every blog needs a niche. You may disagree, for many popular blogs seem to occupy a similar and non-specific space, but you see I am actually correct because when I said, "Every blog," I was using that as slang to mean, "My blog has nothing going for it so if it's never going to become good then at least it."</div><div><br /></div><div>Hopefully that makes sense. Anyways I found my niche. And today's GLOGtober is, "Cultural gathering places for nonhuman fantasy folk." Enjoy.</div><div><div class="separator" style="clear: both; text-align: center;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqPBxRMy1eNKhoSCSnQMNYwu5CyV8FyRIaIZ0DK_s7JRsRLJfba17I0XzIysXtG79StBrhC9z6R7y1XAimTRTe8EoWmtHiH3Jb4VNVNKRQy5SFvjXqcyWOFGJLuFLvbfO83nt0rN5ZCfYdyqOTj32BhLAlhoR0uKcOUNgqGMLcNz2HiEdi6Ura64nT8ahO/s1000/gazebo.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="672" data-original-width="1000" height="269" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqPBxRMy1eNKhoSCSnQMNYwu5CyV8FyRIaIZ0DK_s7JRsRLJfba17I0XzIysXtG79StBrhC9z6R7y1XAimTRTe8EoWmtHiH3Jb4VNVNKRQy5SFvjXqcyWOFGJLuFLvbfO83nt0rN5ZCfYdyqOTj32BhLAlhoR0uKcOUNgqGMLcNz2HiEdi6Ura64nT8ahO/w400-h269/gazebo.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Come and meet me by the ye old gazebo<br />We'll gaze upon the new snowed gazesnow</td></tr></tbody></table></div><br /></div><span></span><div><span><a name='more'></a></span><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><h1 style="text-align: left;"><b>Performapal Dramatic Theater</b></h1><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSy181oVN-97b7AuBT4VXYCpz3vQvxUQXUDveAKcsm_o0XrUqz20jELdVg1-Lc9JOn1VyLcxWUQ5KRyQrd3hNSQi6Dy0PmlZisCwmaOy4ozMITFJgUf8wq29jHJZsGPl_lTxBL1qi_X6fusEbu-I2pMCDiDY1mpkVwCK1ysCYH4EmZZgjq-P1nsEiikAUu/s670/performapal%20dramatic%20theater.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="670" data-original-width="459" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSy181oVN-97b7AuBT4VXYCpz3vQvxUQXUDveAKcsm_o0XrUqz20jELdVg1-Lc9JOn1VyLcxWUQ5KRyQrd3hNSQi6Dy0PmlZisCwmaOy4ozMITFJgUf8wq29jHJZsGPl_lTxBL1qi_X6fusEbu-I2pMCDiDY1mpkVwCK1ysCYH4EmZZgjq-P1nsEiikAUu/s320/performapal%20dramatic%20theater.jpg" width="219" /></a></div></div><div>Performapals tend to group up and travel in troupes. More culturally important than the family as a social unit, troupes can be anywhere from 5 people to around 20. These troupes will travel around and perform wherever they see fit, but every few years all the troupes will gather at a meeting called a Performapal Dramatic Theater. The time and location of the Dramatic Theater is not fixed and is decided arbitrarily by the Odd-Eyes Pendulum Dragon, like most culturally important decisions. Each troupe will perform their best routine, trying to gather a bigger crowd than the other troupes. The winner will receive a boon from the Odd-Eyes Pendulum Dragon.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihjrhd5E03E_4qyOwfttrFy4H3WGo4pfi1f9BdW36ms6wWJSrhY0Axfpd_DXcqSD6ZG1iVNYc1RwEnmaPSo9sVrHBmsJHidfS6uuQgT6SMfuGsSukKOZnvFhqUBnCVyqIH_9FINGojeNzzWBlMEE5mFfaeGTiRL8NEZYdEnhoMFaj__6ACWeLV33ab3N4O/s438/odd%20eyes%20pendulum%20dragon.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="438" data-original-width="300" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihjrhd5E03E_4qyOwfttrFy4H3WGo4pfi1f9BdW36ms6wWJSrhY0Axfpd_DXcqSD6ZG1iVNYc1RwEnmaPSo9sVrHBmsJHidfS6uuQgT6SMfuGsSukKOZnvFhqUBnCVyqIH_9FINGojeNzzWBlMEE5mFfaeGTiRL8NEZYdEnhoMFaj__6ACWeLV33ab3N4O/s320/odd%20eyes%20pendulum%20dragon.jpg" width="219" /></a></div><div>The performances at the Dramatic Theater are renowned, and many travel great distances once they know it is being held. One year the Performapal Dramatic Theater was positioned in a nearly-accessible mountain range. A few people were still drawn to the event, but most of the visitors were a group of ascetics who lived nearby. The troupe with highest attendance that year had gotten lost in the mountains and never set up their tent.</div><div><br /></div><div>I am tempted to try and write about Apoqliphort next, but...</div><div><br /></div><h1 style="text-align: left;">Toon World</h1><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrsspJZPkwE5SStOqHKEfrRhbNR7Y97JfyCsLd8zJusZoGH7agN4oHalDEfbP89ncuUJ4Pxfx-AEKEhzkLytxiBCkTPN6EJsP485RAXslTJjY6H4mduovNtflKqB4ouFfRWaDEYWARGSGIPN1p6e0Q-lW9HU4E7AkGpwtUS7QwzwKUhOoo-7_369fDW2Eo/s580/toon%20world.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="580" data-original-width="400" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrsspJZPkwE5SStOqHKEfrRhbNR7Y97JfyCsLd8zJusZoGH7agN4oHalDEfbP89ncuUJ4Pxfx-AEKEhzkLytxiBCkTPN6EJsP485RAXslTJjY6H4mduovNtflKqB4ouFfRWaDEYWARGSGIPN1p6e0Q-lW9HU4E7AkGpwtUS7QwzwKUhOoo-7_369fDW2Eo/s320/toon%20world.jpg" width="221" /></a></div></div><div>Toons don't exist without Toon World. Their connection to their birthplace is not one of culture or a sense of belonging but of necessity. Any Toon knows that if Toon World is destroyed, new Toons stop being born, and the existing Toons will start to fade. After that, it's a race against time to create a new Toon World before all Toon life is gone from the planet. And currently, no-one knows how to make a new Toon World.</div><div><br /></div><div>So this fact is hidden from non-Toons. Toon World is just a castle, the center of Toon heritage, the metaphorical birthplace of the species. The real Toon World - the magic book kept deep in the dungeons of that castle - doesn't exist. If you've heard rumors of it's existence, think about it, who would even make such a thing!? It's ridiculous.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsZKSwzrlfjFkSsftGxVqkYPhbauKxFq15ERsIIU17c_b7ECvhUwFZwUbeSvx83hjKUaHl8MokjCyTVg9dA3JzCqqAXIbjaK43lffLiEtkGCpW7I3bnStE19-uHISDkW8uLuB3mtwzUHA2aeQw5P62OtLZ15J0bOs-j1mutC4UbsN5puG9hUWMXDyxah6t/s438/manga%20ryu%20ran.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="438" data-original-width="300" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsZKSwzrlfjFkSsftGxVqkYPhbauKxFq15ERsIIU17c_b7ECvhUwFZwUbeSvx83hjKUaHl8MokjCyTVg9dA3JzCqqAXIbjaK43lffLiEtkGCpW7I3bnStE19-uHISDkW8uLuB3mtwzUHA2aeQw5P62OtLZ15J0bOs-j1mutC4UbsN5puG9hUWMXDyxah6t/s320/manga%20ryu%20ran.jpg" width="219" /></a></div><div>And yet it does exist. Blue-Eyes Toon Dragon and Red-Eyes Toon Dragon watch from the castle parapets, guarding Toon World. Toon Dark Magician and Toon Dark Magician Girl create wards to hide the immense power of Toon World. Manga Ryu-Ran helps raise new toons, and receives a lot of good-natured needling about not having "Toon" in his name. And all the other Toons visit, helping guard the castle for a time, bringing food and gifts to those who protect their origin.</div><div><br /></div><h1 style="text-align: left;">Domain of the True Monarchs</h1><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk5yoUBq-dkjyYf3mqG1N3F3EtWcxcPI-aX6xmzPj7HDiSwoOvmS4veLF4t2rgxJMkb94P89Phwy0WYMrJ3A5-zSlX_U6P4GD9vHbXv3hWiBZdDWh2xcUc5gcAHRncK3gOOONhpRQR9ovdi2q12-Hl4Y-Q0EsDko7AcN_Q8qCEr7siIofGExgQW5WSSr-p/s439/domain%20of%20the%20true%20monarchs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="439" data-original-width="300" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk5yoUBq-dkjyYf3mqG1N3F3EtWcxcPI-aX6xmzPj7HDiSwoOvmS4veLF4t2rgxJMkb94P89Phwy0WYMrJ3A5-zSlX_U6P4GD9vHbXv3hWiBZdDWh2xcUc5gcAHRncK3gOOONhpRQR9ovdi2q12-Hl4Y-Q0EsDko7AcN_Q8qCEr7siIofGExgQW5WSSr-p/s320/domain%20of%20the%20true%20monarchs.jpg" width="219" /></a></div><div>Caius, Granmarg, Mobius, Raiza, Thestalos, Zaborg, Delg, Angmarl, Kuraz, Ehther, and Erebus. These are the eleven Monarchs. They gave their species this name, and few feel it prudent to press a new one on them. Giants, all of them, with great destructive magic. None of them seek out destruction, however, preferring to rule.</div><div><br /></div><div>Once per year they meet at the Domain of the True Monarchs - kept the rest of the year by one of the Monarchs' squires - and discuss the issues of gaining public office when no-one knows who you are. It doesn't help when you don't know who you are beyond, "A Monarch." It also doesn't help when you're an actual giant, perhaps covered in spikes, and it is obvious to everyone that you're not a natural born citizen.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM4AlwXzAdaWlV2085R_DhHWlWEWBbDzaTC-GM7wJc5tZ0YklXWULi41pFxppzzjo1nUgj_qIi-6xjpq-1GBQlehBex3vMcP0BmQABzus1FrF4yBNZfJnuSpBxlbHyK2dHKCbfbLPkZ0SGiGfVmBPVFNWfGOaFh4vE3StUo7MM_D5o3R1WkCpN8qGYKkZp/s449/mobius%20the%20frost%20monarch.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="449" data-original-width="300" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM4AlwXzAdaWlV2085R_DhHWlWEWBbDzaTC-GM7wJc5tZ0YklXWULi41pFxppzzjo1nUgj_qIi-6xjpq-1GBQlehBex3vMcP0BmQABzus1FrF4yBNZfJnuSpBxlbHyK2dHKCbfbLPkZ0SGiGfVmBPVFNWfGOaFh4vE3StUo7MM_D5o3R1WkCpN8qGYKkZp/s320/mobius%20the%20frost%20monarch.jpg" width="214" /></a></div><div>In recent years several of the Monarchs have raised the idea of starting revolutions. Standing out is good if you're the face of a revolution, right? That concept has been simmering for a bit, but no-one's decided to act on it. Mobius thinks it'd be a good fit for the kingdom she's been travelling. People there don't seem happy.</div><div><br /></div><div>When the Domain of the True Monarchs isn't being used for the annual meeting, one of the eleven Squires - this species' name also given by the Monarchs - tends to it, switching out over an eleven-year cycle. Squires seem to know just as little as the Monarchs about the origins of the Domain, Monarchs, and themselves, but they are somehow capable of flawlessly navigating the mazelike Domain and operating its many strange devices.</div><div><br /></div><div>Hey, ho, it's tomorrow, the shears of fate have cut their cut and 11 is posted on the 12th. By like 3 minutes, plus the one it took me to type this.</div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-45419244160755527732023-10-11T20:30:00.005-07:002023-10-11T22:35:10.084-07:00GLOGtober 2023-10<p>So I missed yesterday again, not sure if I can do 11 today. Might be behind by a day for a bit. Ah well.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgLNwkBipBcNbgUiIZllWeEiFnAl3fkcvzULMXTTsQ-QXfYJM0Lg51wBMDfk4fAIEshNTuHlF8bd-hJqOFCwwsCiU0RpmFNVuvUIsukLkovAEsKYs0_SekTJREApYAZ0sRCYTxo_x2AhVcBiCMaa6BG1YynAPYT-_E3HaCwnyUFoUIlqz87AIfi0DnkvOkr" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="656" data-original-width="1000" height="263" src="https://blogger.googleusercontent.com/img/a/AVvXsEgLNwkBipBcNbgUiIZllWeEiFnAl3fkcvzULMXTTsQ-QXfYJM0Lg51wBMDfk4fAIEshNTuHlF8bd-hJqOFCwwsCiU0RpmFNVuvUIsukLkovAEsKYs0_SekTJREApYAZ0sRCYTxo_x2AhVcBiCMaa6BG1YynAPYT-_E3HaCwnyUFoUIlqz87AIfi0DnkvOkr=w400-h263" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Divinity Incarnate<br /></td></tr></tbody></table>The prompt was, "Notes about a family of gods."<p></p><span><a name='more'></a></span><h1>GLOG Classes: Clerics of the Rodent Family</h1><div>The Churches of the Rodent Family are seemingly divorced in their practices, but still consider each other as parts of the same whole. How could Pip and Pop have slain the great dragon king Dalian without Skipper and Zipper's necromantic insight. And how could Skipper and Zipper have convinced Death to open it's gates again without Dip and Dop stealing the Throne of Bones as leverage? And certainly, none of these great acts could have been done without the gentle oversight of Mother Lea.</div><div><br /></div><h2 style="text-align: left;">Class: Cleric of Mother Lea</h2><div>Starting gear: Shield (+1 DEFENSE), white gown</div><div>Background: 1-2:nurse, 3-4:teacher, 5-6:priest</div><div><br /></div><div><b>ABILITIES:</b></div><div><b>1: Blessing of the Journey, +1 DEX</b></div><div><b>2: Rodentesque Body, +1 DEX</b></div><div><b>3: Blessing of the Treasure, +1 DEX</b></div><div><b>4: Blessing of the Destination, +1 DEX</b></div><div><b><br /></b></div><div><b>Blessing of the Journey</b></div><div>You can carry a person (and all they are holding) in two item slots. +2 ITEM SLOTS</div><div><br /></div><div><b>Rodentesque Body</b></div><div>You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.</div><div><br /></div><div><b>Blessing of the Treasure</b></div><div>Every morning you can summon the Lunchsack of Lea, which contains 7 magic lunchboxes. These boxes disappear the next time you use this ability. Anyone who eats one of these lunch boxes gains the ability to negate one instance of damage or magic that would affect them. This ability wears off the next time you summon the Lunchsack.</div><div><br /></div><div><b>Blessing of the Destination</b></div><div>You gain +2 MOVE and +2 DEFENSE for each person you are carrying. +2 ITEM SLOTS</div><h2 style="text-align: left;">Class: Cleric of Pip and Pop</h2><div><div>Starting gear: dagger(1d6 damaged), leather armor (+2 DEFENSE)</div><div>Background: 1-2:ruffian, 3-4:farmer, 5-6:priest</div><div><br /></div><div><b>ABILITIES:</b></div><div><b>1: Blessing of the Journey, +1 DEX</b></div><div><b>2: Rodentesque Body, +1 DEX</b></div><div><b>3: Blessing of the Treasure, +1 DEX</b></div><div><b>4: Blessing of the Destination, +1 DEX</b></div></div><div><b><br /></b></div><div><b>Blessing of the Journey</b></div><div>Every time you eat a meal that is at least decent-tasting (not average trail rations), gain a Meal Point - max of twice your level in Cleric of Pip and Pop. Spend a Meal Point to give yourself +4 to a STR, ATTACK, MOVE or DEFENSE check. If it was an ATTACK check, the ATTACK deals +2 damage as well.</div><div><b><br /></b></div><div><b>Rodentesque Body</b></div><div>You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.</div><div><b><br /></b></div><div><b>Blessing of the Treasure</b></div><div>You can summon the Sword of Pip and Pop. It is a magic shortsword that is physically and magically indistinguishable from an ordinary ladle, except it cuts like a magic shortsword. If it breaks you may re-summon it. You may spend a Meal Point to turn it into a +2 flaming longsword for one minute. It looks like a ladle, only mantled in flame.</div><div><b><br /></b></div><div><b>Blessing of the Destination </b></div><div>You can gain Meal Points from biting dangerous creatures such as bandits or large dogs. Your bites deal 1d2 damage.</div><div><b><br /></b></div><h2 style="text-align: left;"><b>Class: Cleric of Dip and Dop</b></h2><div><div>Starting gear: bag of ball bearings, identity-concealing mask, lockpicks</div><div>Background: 1-2:petty thief, 3-4:merchant, 5-6:priest</div><div><br /></div><div><b>ABILITIES:</b></div><div><b>1: Blessing of the Journey, +1 DEX</b></div><div><b>2: Rodentesque Body, +1 DEX</b></div><div><b>3: Blessing of the Treasure, +1 DEX</b></div><div><b>4: Blessing of the Destination, +1 DEX</b></div></div><div><br /></div><div><b>Blessing of the Journey</b></div><div>You gain +4 to DEX checks made to open locks or take objects unnoticed. +2 STEALTH</div><div><br /></div><div><div><b>Rodentesque Body</b></div><div>You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.</div></div><div><br /></div><div><b>Blessing of the Treasure</b></div><div>You can summon the Dagger of Dip and Dop. It is a magic dagger that is physically and magically indistinguishable from an ordinary shard of glass with some cloth wrapped around it, except it cuts like a magic dagger. You can cut something away (such as a coinpurse or key attached to a belt by string, or a painting from a frame) and leave a tangible illusion in its place that lasts for an hour before fading.</div><div><br /></div><div><b>Blessing of the Destination</b></div><div>You can walk on walls and ceilings, and crawl on them as fast as you can run. +2 STEALTH</div><h2 style="text-align: left;"><b>Class: Cleric of Skipper and Zipper</b></h2><div><div>Starting gear: skull-shaped lantern, talisman of death (undead have -2 to rolls maliciously targeting the bearer)</div><div>Background: 1-2:gravekeeper, 3-4: headsman, 5-6:priest</div><div><br /></div><div><b>ABILITIES:</b></div><div><b>1: Blessing of the Journey, +1 DEX</b></div><div><b>2: Rodentesque Body, +1 DEX</b></div><div><b>3: Blessing of the Treasure, +1 DEX</b></div><div><b>4: Blessing of the Destination, +1 DEX</b></div></div><div><b><br /></b></div><div><b>Blessing of the Journey</b></div><div>If you die, you come back to life a minute later with 1 HP. You must personally end the life of something larger than a beetle before using this ability again. +3 HP</div><div><br /></div><div><div><b>Rodentesque Body</b></div><div>You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.</div></div><div><br /></div><div><b>Blessing of the Treasure</b></div><div>You can summon the Glaive of Skipper and Zipper. It is a magic glaive that is physically and magically indistinguishable from an ordinary shovel, except it cuts like a magic glaive. If you use the Glaive to dig a trough and pour a few drops of blood into it, you can summon the a nearby ghost. If you know its name, you can specify the ghost. Summoned ghosts cannot move far from where the trough. They know whatever they knew in life and have at least a general understanding of what has happened in the area near their death site. An unspecified ghost uses the following 2d6 table to determine it's demeanor.</div><div><br /></div><div>2-4: The ghost is angry and confused. They may attack.</div><div>5-9: The ghost wants something for their assistance.</div><div>10+: The ghost is helpful.</div><div><br /></div><div><b>Blessing of the Destination</b></div><div><div>When you die and come back to life, you bring something back with you (1d8):</div><div>1-2. Nothing</div><div>3-4. 1d8 gold</div><div>5-7. A helpful ghost (level 1d4, random class, returns to the underworld at the next dawn or when reduced to 0 HP)</div><div>8. An angry and confused ghost (level 1d4, random class, returns to the underworld at the next dawn or when reduced to 0 HP)</div></div><h2 style="text-align: left;">Class: Cleric of Stu</h2><div><div>Starting gear: clown mask, marked cards, weighted dice</div><div>Background: 1-2:carny, 3-4:jester, 5-6:priest</div><div><br /></div><div><b>ABILITIES:</b></div><div><b>1: Blessing of the Journey, +1 DEX</b></div><div><b>2: Rodentesque Body, +1 DEX</b></div><div><b>3: Blessing of the Treasure, +1 DEX</b></div><div><b>4: Blessing of the Destination, +1 DEX</b></div></div><div><b><br /></b></div><div><b>Blessing of the Journey</b></div><div>You cannot be magically forced to tell the truth, and any attempts to magically determine whether you are lying always fail. Anyone attempting to attack you or target you with malicious magic has a 5% chance of instead targeting another random person nearby. For attack rolls, on a natural 1 have them reroll an attack on the new target. For targeting magic without an attack roll, simply roll 1d20 and change the target on a 1. If there's no-one else they could target, they still target you.</div><div><br /></div><div><div><b>Rodentesque Body</b></div><div>You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.</div></div><div><br /></div><div><b>Blessing of the Treasure</b></div><div>You can summon the Hammer of Stu. It is a magical carpenter's hammer that is physically and magically indistinguishable from an ordinary hammer. It does not hit things like a magical hammer. By waving it in the air, you can change your appearance to match that of anyone you've seen, for as long as you continue to hold the hammer.</div><div><br /></div><div><b>Blessing of the Destination</b></div><div>Anyone attempting to attack you or target you with malicious magic now has a 5% chance of targeting themselves - a roll of 2 exactly on the same d20 roll used for Blessing of the Journey. You have +4 MIND for the purposes of resisting magical effects.</div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-51217199375322950592023-10-09T14:07:00.004-07:002023-10-09T14:07:43.045-07:00GLOGtober 2023-9<p>So I forgot to say what the prompt was yesterday. You can figure it out yourself.</p><p>The prompt today is Paper Minis. Here's some images you can print out and use for characters.</p><span><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhNqqcl4_rfd1Ofj9s7KXTpH9I6SRzWiLJZcQ8U0VUBfh6JMl4Vl03OIr0xJX2l7pLq3oxSq5-2Aq-MmTuOBh8B9X30HAdCSce7nF5Qkxz8ufV-DukQHfxFX8j7H2fxhJWoi1tEnaI2_xyFjePOvOBfuU8xO0wVoR8yIyqkJmx3F1bWtL5UJWxut8omo2OM" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="32" data-original-width="32" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhNqqcl4_rfd1Ofj9s7KXTpH9I6SRzWiLJZcQ8U0VUBfh6JMl4Vl03OIr0xJX2l7pLq3oxSq5-2Aq-MmTuOBh8B9X30HAdCSce7nF5Qkxz8ufV-DukQHfxFX8j7H2fxhJWoi1tEnaI2_xyFjePOvOBfuU8xO0wVoR8yIyqkJmx3F1bWtL5UJWxut8omo2OM" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Image broke. See full post for backup images.</td></tr></tbody></table><br /><a name='more'></a></span><h1 style="text-align: left;">Four Entities</h1><div><b>Dargon</b></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgV_F1kWOoxpvpTcfC9eGVuWIlMHpg-a9WHG2AHkbaClenUpPVkmpwpDJM7cMbFK9yYuUVZGfS4Pqybh2Z__9xpg7ahYG2OKfee8sY75X2bsfz8my7NtjChPyb-0LLFsaDBEm_W4Regf4z2lrUCCl36BbTYCuDTfVYuOA16uddFdhigy68zMvdShJf1Jhpz" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1000" data-original-width="681" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgV_F1kWOoxpvpTcfC9eGVuWIlMHpg-a9WHG2AHkbaClenUpPVkmpwpDJM7cMbFK9yYuUVZGfS4Pqybh2Z__9xpg7ahYG2OKfee8sY75X2bsfz8my7NtjChPyb-0LLFsaDBEm_W4Regf4z2lrUCCl36BbTYCuDTfVYuOA16uddFdhigy68zMvdShJf1Jhpz=w272-h400" width="272" /></a></div></div><div class="separator" style="clear: both; text-align: left;">This is Dargon, see by his qualities that he has wings, though maybe they work? What are in those jars he holds, or are they perhaps conga drums? Why are both his eyes blue-glowing, or does he have more eyes out of sight that aren't blue-glowing? This image of Dargon seems like it may be unclear if printed on a paper mini, but it is cool looking. Maybe his conga drums are magic? Maybe Dargon is magic and expresses that magic through his conga drums?</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><b>Dinkus</b></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhe4yQ8s68QfRDz5Vr_RDMtRHGEV8FIVdKEDlWNCsPoAPaM7mrfNPhWr-OkrlRoj2IsKPucFx7uj_1QFJkItL3fdhS78Q1fqHXPke-MM-tSAKevjWIEGDnDTgxT__-GkiMnB7PhNbLMD1NzyH5X_SzREcHuPqg1sK__xbMrEZAvDWMCVbpIzUj4XUdQOZp_" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1056" data-original-width="800" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhe4yQ8s68QfRDz5Vr_RDMtRHGEV8FIVdKEDlWNCsPoAPaM7mrfNPhWr-OkrlRoj2IsKPucFx7uj_1QFJkItL3fdhS78Q1fqHXPke-MM-tSAKevjWIEGDnDTgxT__-GkiMnB7PhNbLMD1NzyH5X_SzREcHuPqg1sK__xbMrEZAvDWMCVbpIzUj4XUdQOZp_" width="182" /></a></div><div class="separator" style="clear: both; text-align: left;">Look at Dinkus. It doesn't have two arms. It maybe doesn't have one arm? But despite this disability, it is still Dinkus. Can it shoot lasers out of its eyes? Maybe, if it has them. I think that makes sense. Does it want to shoot lasers out of its eyes? Perhaps Dinkus is a gentle soul, but built for war. Or maybe the other way, maybe Dinkus is like a maintenance bot that wants to kill people. Maybe Dinkus isn't even a robot, and just looks like that for other reasons.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><b>King</b></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjqoioer8b7msiEuk7tdUSLuJW7MWS8YrPuAdrS0vQfhTJBukOx1dvplhyC1EDCh3Kix9pwHUcLJ0UDKTA0wCSZWgNJcaI8MlvCqJzC4Uf6rkwU0lmAaNIffeojLRBUIPfegu0V2n0AhYJxrluNA55WKTQf3fqDUIvfCrq556KlF2yAzi8I-UwjqDwe7IKN" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1000" data-original-width="877" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjqoioer8b7msiEuk7tdUSLuJW7MWS8YrPuAdrS0vQfhTJBukOx1dvplhyC1EDCh3Kix9pwHUcLJ0UDKTA0wCSZWgNJcaI8MlvCqJzC4Uf6rkwU0lmAaNIffeojLRBUIPfegu0V2n0AhYJxrluNA55WKTQf3fqDUIvfCrq556KlF2yAzi8I-UwjqDwe7IKN" width="210" /></a></div><br />Oh dang it's King. King is pretty powerful, because her face is like, I recognize it as a face, it feels like its a face, but I can't point out any features. So she is like S-tier on the Four Entities tier list. Dinkus clearly has eyes, yet has less of a face. Anyways, what is King holding under her cloak? A scepter? A gun? Dinkus' sibling Donkus? Is that garment even called a cloak? Maybe its a cape? What's even the difference? These are questions you can ask, if you want.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><b>Porkem</b></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh4uNqpIKX-xidKHgr3dxXN0ajUL-nZm1q5eQQ-1cNTJ-g_vuSZdaLoqKi3l2nUqS6kzh2KIoiYiUsndjZYgoeHBPIal_THt2pxW72uP_fcbqefUZKcfFon7wTxqPeL_w5ZdjcPyrr5UmwDT-z3ZWSGb5KwfG4RUuiKtRm57huuYKJOGn5HVcEnv6wCyPyz" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1008" data-original-width="1000" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEh4uNqpIKX-xidKHgr3dxXN0ajUL-nZm1q5eQQ-1cNTJ-g_vuSZdaLoqKi3l2nUqS6kzh2KIoiYiUsndjZYgoeHBPIal_THt2pxW72uP_fcbqefUZKcfFon7wTxqPeL_w5ZdjcPyrr5UmwDT-z3ZWSGb5KwfG4RUuiKtRm57huuYKJOGn5HVcEnv6wCyPyz" width="238" /></a></div>Wow, look at that face. What's Porkem thinking? It doesn't feel like they'll ever let you know what's inside that mind. But will they? Who knows. Porkem is pink, but also other colors. Are those other colors painted on, or does Porkem just look like that? I recognize that the previous sentence is a rephrasing of the slogan of the makeup company Maybelline. Is the pink painted on too? Maybe Porkem is actually green. Maybe all the paint is what Dargon is carrying in those jars. Do they appreciate mushrooms? That might be a fun thing for Porkem to like. Maybe mushrooms could bribe Porkem for something. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiZzf2ghAsO9vURl4WvekF51vsgzx-QnExspjyaLGmvgerRsC-JBj41XMzZFMuAFFrvMkQxTf1-Gl9wvL_RDcDKDlfbzVQSLqWCJ5kDaQSp6SFUFjwiXzYzjGLZCR63YdLHlVeMyhj2jSjN7JySnRVLd9SJ3-pQ5Td6-upUSo9eJ2y3oS3yxHfTNea0It-8" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="963" data-original-width="1284" height="300" src="https://blogger.googleusercontent.com/img/a/AVvXsEiZzf2ghAsO9vURl4WvekF51vsgzx-QnExspjyaLGmvgerRsC-JBj41XMzZFMuAFFrvMkQxTf1-Gl9wvL_RDcDKDlfbzVQSLqWCJ5kDaQSp6SFUFjwiXzYzjGLZCR63YdLHlVeMyhj2jSjN7JySnRVLd9SJ3-pQ5Td6-upUSo9eJ2y3oS3yxHfTNea0It-8=w400-h300" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This actually looks pretty nice.</td></tr></tbody></table><br /><br /></div></div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-70480813674490375172023-10-09T02:31:00.002-07:002023-10-09T02:31:49.362-07:00GLOG Class: Skaven<p>So someone asked if there was a Skaven class for GLOG. And I was like "WTF is a Skaven" but then I looked it up and I did in fact know what a Skaven was. So here it is.</p><p>It has been over a year since I started this class.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj4KZSSxgeamHdLCpe16V9QkRPxWhh1Lb_Lq6WHEwf9zRRrBAlgOaQjlZIgYEhM-eRaB5YW4J3qqj-WGiBXSgw-AIaIF6TCH3FPIkpTgBWtRCL3OsUsI74Sb_V6-zPIJVnZJKnZuxUgr8lrfJ4HjHqIICW0vfzTPnHZjfq7cdTx70bISqvhDsOHZIXUJg" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="415" data-original-width="330" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEj4KZSSxgeamHdLCpe16V9QkRPxWhh1Lb_Lq6WHEwf9zRRrBAlgOaQjlZIgYEhM-eRaB5YW4J3qqj-WGiBXSgw-AIaIF6TCH3FPIkpTgBWtRCL3OsUsI74Sb_V6-zPIJVnZJKnZuxUgr8lrfJ4HjHqIICW0vfzTPnHZjfq7cdTx70bISqvhDsOHZIXUJg=w318-h400" width="318" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">I don't think this is what the song's about.</td></tr></tbody></table><span><a name='more'></a></span><span><br /></span><h1 style="text-align: left;">Class: Skaven-as-Class</h1><div>You start with 4000 gold in student loan debt to the Rat Mafia and a diploma.</div><div><br /></div><div><b>Useless Degree</b></div><div><b>1-2:</b> History of Backstabbing - Start with a Dedicated Backstabbing Knife (2d6 damage against unaware targets, 1d2 against aware targets) and ratty clothes.</div><div><b>3-4:</b> Blood Calligraphy - Start with a Blood Siphon (1d6 damage, fills a chamber with "ink" each time it hits a target that bleeds) and ratty clothes.</div><div><b>5-6:</b> Game Development - Start with a typewriter (1d6 damage, allows you to write legibly) and ratty clothes.</div><div><br /></div><div><b>Abilities:</b></div><div><b>1: Debt, Connections, +2 STEALTH</b></div><div><b>2: Distance Learning</b></div><div><b>3: Connections II, +2 STEALTH</b></div><div><b>4: General Education, +2 STEALTH</b></div><div><b><br /></b></div><div><b>Debt</b></div><div>While you still have student loan debt, every time you return to civilization after an expedition you must roll 1d20. Either pay that much of your debt (you can pay more, if you wish) or increase your debt by that much and roll 1d4 on the following table to determine what the mafia does.</div><div><ol style="text-align: left;"><li>They let you off with a warning, such as a sack full of headless rats somewhere you don't expect.</li><li>A random piece of food you acquire has a nonlethal poison. They'll let you know afterwards that it was them.</li><li>They send a couple weak enforcers to rough you up.<br /></li><li>They send a couple strong enforcers to rough you up.</li></ol><div><b>Connections</b></div></div><div>Once per proper conundrum, roll 1d20. On a 10 or below, you know the location of someone from college who might be able to help. You heard they got a job in a relevant field. On a 7 or below, they're nearby. On a 5 or below they don't hate you <i>that </i>much, and won't charge a high price for their help.</div><div><br /></div><div><b>Distance Learning</b></div><div>Gain a level in another class as your correspondence courses pay off.</div><div><br /></div><div><b>Connections II</b></div><div>If you've survived this long, that means you've either paid the Rat Mafia a decent amount of money or survived a decent amount of harassment from them. Either way, they're impressed. Just about any settlement will have a dank place where you can find an agent and ask for a favor in exchange for increasing your debt by 4d20.</div><div><br /></div><div><b>General Education</b></div><div>You finally gain an elevated understanding of your general education requirements. You can understand any language. You can smell magic, and identify magical effects by taste. You can count the number of items in a group, or estimate the volume of a container, in at most 2 seconds. So long as the target is fully stationary and within 70 feet, you have perfect accuracy with missiles. You have surface-level understanding of any history which is public knowledge. If they exist, you can add or subtract 1 from reaction rolls.</div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com1tag:blogger.com,1999:blog-2942840171876066560.post-65607293111530489222023-10-08T22:07:00.007-07:002023-10-14T17:55:18.890-07:00GLOGtober 2023-8<p>So this is NOT inspired by The Chronicles of Narnia: In Another World As The Magician's Nephew. Don't go assuming it is. It's inspired by a Diana Wynne Jones book called The Merlin Conspiracy that I read ages ago and remember fondly but vaguely. I might have the wrong book.</p><p>It's also inspired by that time everyone on Phlox's GLOG server - the PhLOG server - made up a bunch of endless staircase encounters.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiZQgDz-NMEu17ODKkDRbM94qKqkDiybBwawoX81zM1fQuiqB6m_lylyNM4RjaegN2yiV2Wh9kgVR1-UaFQkxMTKRucc4fq9sHa514ltLaso0EbvHt9bDw8AHh8Ms5FxZA_-CBQcbVN5NXDJQAMNlLgblQY_PXhmwSFGpsP1j4ZAUI8EVFYRY4Bc6EnLXHx" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1280" data-original-width="950" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEiZQgDz-NMEu17ODKkDRbM94qKqkDiybBwawoX81zM1fQuiqB6m_lylyNM4RjaegN2yiV2Wh9kgVR1-UaFQkxMTKRucc4fq9sHa514ltLaso0EbvHt9bDw8AHh8Ms5FxZA_-CBQcbVN5NXDJQAMNlLgblQY_PXhmwSFGpsP1j4ZAUI8EVFYRY4Bc6EnLXHx=w297-h400" width="297" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This is what a forest looks like,<br />so imagine this but like way more dense.</td></tr></tbody></table><br /><p></p><span><a name='more'></a></span><h1 style="text-align: left;">Encounters in the Extraplanar Forest</h1><p>So you've untethered your soul from its home plane and gained the ability to walk the twilight paths between worlds. Unfocus your vision, unfocus your mind, let yourself be pulled wherever the forces of the universe decide. There's surely an entrance to the Forest nearby.</p><p>The trees seem to be made of stone, although anything you chip off immediately vanishes and regrows on the tree. The leaves glow gently the amber color of the setting sun. The sky above is perfectly black. Paths wind between densely-packed trees. Trust your instincts, you'll find the way to where you need to go.</p><p><br /></p><p><b>Wizard Courier</b></p><p>Not a wizard, only recently a courier. Gained the powers to enter the Forest by eating a magic bean he came across by chance, now works for a wizard to deliver interplanar packages and correspondence. Happy to chat - and fairly knowledgeable about the realms - but does have to be somewhere.</p><p><br /></p><p><b>A Goat</b></p><p>What's it doing here? I wonder if it knows how to get out,</p><p><br /></p><p><b>A Being Of Pure Flame</b></p><p>Striding through the Forest, radiating intense heat but burning nothing. The form of a large, extremely muscular man with no shirt. Works for the Dark Wizard... Marco. Sure, that name sounds plausible. It'll say that it works for the Dark Wizard Marco, and is on a secret mission to return a pouch that Amelia the Grass Witch left behind while having an uncouth visit with the Dark Wizard. He's... chivalrous like that. And now the being needs to deliver the package before Amelia sends her own familiar to retrieve it, inevitably running into the Dark Wizard's loving wife. But if you'd like to hold the being up and prevent it from making it on time, feel free. "Marco" probably deserves it.</p><p><br /></p><p><b>A Very Large, Very Angry, Eight-Horned Goat</b></p><p>It breathes fire. As soon as it sees anything move, it starts charging, frequently chipping off bits of tree with its horns. Can't really turn around.</p><p><br /></p><p><b>A Barn Owl</b></p><p>This barn owl can talk, though. She was cursed to have the form of a barn owl in a battle to protect her friend's soul from being sacrificed in a ritual. Has the amulet necessary to return to normal form, but cannot perform the ritual as an owl. A powerful enough wizard might be able to learn the ritual from her. Her friend is lost, but he'll find his way back home.</p><p><br /></p><p><b>A Spice Trader</b></p><p>An old lady carrying an enormous backpack full of spices. The backpack folds out into a full stand containing even more spices. She doesn't claim to have much knowledge of the different realms, but has been trading spices between them for decades now. She also has multiple Rings of Magical Force which she uses for self-defense, but if anything threatens her she will run - surprisingly fast - and leave anyone remaining to fend for themselves.</p><p><br /></p><p><b>A Mapper</b></p><p>A scholar from the city of Everend. They don't explain which plane Everend is on, and don't really know how to answer that question if asked. They're trying to map this strange forest they've found. Will hire anyone they meet to help map it. No one can map the Extraplanar Forest.</p><p><br /></p><b>A Wizardly Student</b><br /><p>Looking for a barn owl. He has the amulet necessary to perform the ritual to return her to normal. This amulet is the wrong one. Still, he knows how to perform the ritual.</p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-67012905765087440972023-10-07T14:27:00.008-07:002024-02-07T12:39:35.189-08:00GLOGtober 2023-7<p>So yesterday I celebrated Life, in the form of an all-consuming, immortal fishperson. Today I celebrate Death, in an examination of what battles long ended have left behind.</p><p>Today's prompt is, "Famed sites of disastrous battles of the Blood War."</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgkcj8Lj8BHuXuihq--ffkp4ESIemEFbVpPL72PvKGk8tHIwTa2_HHxvz6OcFeWU9JiPYuS6JuXTlwvCN0dKqD3I68EpO8GC9h78w1g9j51ukKPwWwMM7i5KJiB5ZUK0XJdR3qJ_rnyTdfaRKxOOvw93HbrMp_l9QNE1aa2cRM02gGnw0ovk9cf93exuEVw" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="300" data-original-width="300" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgkcj8Lj8BHuXuihq--ffkp4ESIemEFbVpPL72PvKGk8tHIwTa2_HHxvz6OcFeWU9JiPYuS6JuXTlwvCN0dKqD3I68EpO8GC9h78w1g9j51ukKPwWwMM7i5KJiB5ZUK0XJdR3qJ_rnyTdfaRKxOOvw93HbrMp_l9QNE1aa2cRM02gGnw0ovk9cf93exuEVw" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">I am completely throwing out my usual tendency to abide by copyright law.</td></tr></tbody></table><br /><br /><p></p><h1 style="text-align: left;"><span><a name='more'></a></span>The Blood War</h1><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhNd62-WYzxjFa3A8T4caMd1rugze5k7NmYqpPYqLG8WRoGAJw9WDZcmKmOSjDpUIp607oEPWPU29coIvT68OBzkY9XLf6p6E1F6ojhWlzsauW4fjJA_5fTQ-FY29MFU7GPLPA7lWKQp6Oql1PflIbailw3EtRGX0J8hmRBB4HtPdxTtbdMxft22jeytElD" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="439" data-original-width="300" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhNd62-WYzxjFa3A8T4caMd1rugze5k7NmYqpPYqLG8WRoGAJw9WDZcmKmOSjDpUIp607oEPWPU29coIvT68OBzkY9XLf6p6E1F6ojhWlzsauW4fjJA_5fTQ-FY29MFU7GPLPA7lWKQp6Oql1PflIbailw3EtRGX0J8hmRBB4HtPdxTtbdMxft22jeytElD" width="164" /></a></div><br /><b>The Pyramid Turtle</b><p></p><p>The central command of the Doom Kingdom's counter-assault on the Archfiends. During the war the zombified turtle could carry thousands of troops, far faster than a march. Without life - or a lich like Doomking Balerdroch - to command the undead in the fort, it has sat dormant for decades... although still very well-defended.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgzU3kB6m6ic2u56dEm0y8QJHax3ioZRsVgo1bcrlkl9hNQmk4BVNkoSucNT6xIthsRQ6alTuxp8uA_1czIXIBu4K5hsllrG5FzEDLOn2WPbWitTeHSVhj3IU8E0hZLbwfeNQFd0BdpdoZMS8HLwO7fDM5IX3gVTC7CgOjex8MHnBY799mzUSE-rRaXyd4k" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="441" data-original-width="300" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgzU3kB6m6ic2u56dEm0y8QJHax3ioZRsVgo1bcrlkl9hNQmk4BVNkoSucNT6xIthsRQ6alTuxp8uA_1czIXIBu4K5hsllrG5FzEDLOn2WPbWitTeHSVhj3IU8E0hZLbwfeNQFd0BdpdoZMS8HLwO7fDM5IX3gVTC7CgOjex8MHnBY799mzUSE-rRaXyd4k" width="163" /></a></div><br /><b>The Darkness</b><p></p><p>A 6-mile-diameter sphere of darkness which amplifies Fiendish energy. It was created to turn the tides at the Battle of Mystic Mine and hasn't disappeared since. It is said fiends still exist in the sphere, driven into a constant rage by the power. The fact that no one who enters seems to be able to return would support that theory. In truth the only thing in The Darkness is the great General Ha Des, who had been turned into a zombie double-agent just before the armies were wiped out.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhBcuHbTUisEJbCeZToqWYsn-gmTf_cxPa6u51BnD-nAv1D8rZoPg5xSrt4qHBAyGA6Yi0ZWP5EUIw35DEl5_7ns3GzonWO8nnz6T7T7G7GjumyknUwWyc34-SNSiL96UbqRB6SetqOd7KK0-xpY6xG_grmqaUPXzEscBKEPYrHKQFMqsmr-4jQqd6_la3K" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="438" data-original-width="300" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhBcuHbTUisEJbCeZToqWYsn-gmTf_cxPa6u51BnD-nAv1D8rZoPg5xSrt4qHBAyGA6Yi0ZWP5EUIw35DEl5_7ns3GzonWO8nnz6T7T7G7GjumyknUwWyc34-SNSiL96UbqRB6SetqOd7KK0-xpY6xG_grmqaUPXzEscBKEPYrHKQFMqsmr-4jQqd6_la3K" width="164" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgZYSQBhcMD6KYfPvjjaKy_M1n4WP1v2PmEVzKABwSbh_PZ9vyeVF2vjp1qPtFGp65sqxYLBUkB_qRzjT9Yemi2yKT1-Vq_fogciHLc3YyigL-SWlo6nOOKgX5itTn3fJ1cuohzliBiZepsV9-_Rmb2pJe6Z28rFbOrkl4Mv9RaxkqjV3YD7FR898RW5Pbo" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="452" data-original-width="300" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgZYSQBhcMD6KYfPvjjaKy_M1n4WP1v2PmEVzKABwSbh_PZ9vyeVF2vjp1qPtFGp65sqxYLBUkB_qRzjT9Yemi2yKT1-Vq_fogciHLc3YyigL-SWlo6nOOKgX5itTn3fJ1cuohzliBiZepsV9-_Rmb2pJe6Z28rFbOrkl4Mv9RaxkqjV3YD7FR898RW5Pbo" width="159" /></a></div><br /><b>The Gates of Dark World</b><p></p><p>The war had been going on for far longer than the Archfiends had expected. The Doomking's forces were getting close. The last resort: drag the Gates of Dark World to the center of the main front, perform the ritual, and summon the Dark Master - Zorc. Bringing a massive stone gate to the middle of a warzone was a risk, and some questioned if it was even necessary, but they didn't have time to consult more records on the precise ranges of Zorc's power. The ritual was performed, dozens of Archfiends were sacrificed, Zorc was summoned, and their request was made: Kill the Doomking's army. The Dark Master fulfilled the request, then walked into the night. But the sacrifice the Archfiends had paid was merely the cost to speak to Zorc. For the lives of the Doomking's army, Zorc took the lives of the Archfiends' army.</p><p>Both nations fell soon after, having already spent much on the Blood War. The battlefield now lays strewn with Fiendish weapons and masterless undead. Doomking Balerdroch vanished soon after he learned of the summoning. No one knows if the Dark Master Zorc returned to the Dark World, or if he still walks this realm.</p><p><br /></p><p><b>Skeleton Cannon</b></p><p>Currently on a hill near the Pyramid Turtle, the Skeleton Cannon is a massive cannon designed to fire shells filled with skeletons. Upon impact, the skeletons would reanimate and begin fighting. The Skeleton Cannon has a multitude of shells left, ready to fire.</p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-6116982690831214082023-10-06T15:42:00.001-07:002023-10-06T15:42:05.769-07:00GLOGtober 2023-6<p>So the prompt for today is 「ふかひれスープ」. What a coincidence, that's the name of my blog! I've frequently regretted naming it that, but I've perhaps just as frequently felt the opposite.</p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh6UulsbgnT3HId1arpeKpdWmDA1lcAkZ7ow-Cbz7ETHwxq7LHTMNHLatV2GXwn_pO6JpD8d9PAs3T23llMmX9RT0Fii1tOnmm_TtuMoBJEBcJiSB2IsxGM9pvw0B_WVt9E1LjgptIokL2DIiFlh8NaBGGWxmDHUlrJzfPiAUB4ja7mXFBBCeI6kjzStW98" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="127" data-original-width="440" height="115" src="https://blogger.googleusercontent.com/img/a/AVvXsEh6UulsbgnT3HId1arpeKpdWmDA1lcAkZ7ow-Cbz7ETHwxq7LHTMNHLatV2GXwn_pO6JpD8d9PAs3T23llMmX9RT0Fii1tOnmm_TtuMoBJEBcJiSB2IsxGM9pvw0B_WVt9E1LjgptIokL2DIiFlh8NaBGGWxmDHUlrJzfPiAUB4ja7mXFBBCeI6kjzStW98=w400-h115" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Blog Name</td></tr></tbody></table><br /><br /></p><span><a name='more'></a></span><h1 style="text-align: left;">ふかひれスープ</h1><p>The Death Fish has been a plague for 250 years, ever since it ate the fin of the previous Death Fish and attained its powers and immortality. The Death Fish has tough grey skin, pitch black eyes, a large mouth full of jagged teeth, is taller than any human, stronger than most, and has a fin on its back which radiates black. Its powers are not truly Death but rather Hunger. It can summon huge phantasmal jaws that bite and swallow; anything eaten by the jaws disappears forever. It can also turn into a more fish-like shape, with their arms and legs turning into large fins.</p><p>The Death Fish currently sits in the ruins of a coastal palace. At its current stage it is driven by hunger and possibly racism. The town surrounding the palace is nearly abandoned, save for the few dozen ningyo who pay tribute to the Fish - in the form of as much fish as they can hunt - in exchange for protection from seekers of immortality.</p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiEIu0FmUCmYhTM6ulsyuEPbJHrwb_mKLkcH0iBEMRLURTNSkZTcPPeAmtNJOQXlFdSdC9pP1nI8Hj--Srwr4-3NF6CZ0VeDKp5gI1o9zCx-CL3X0HG2b1ScL8_fqyvypqnmF27rADShW5oH6-YJT4sC2SQjcoUPmyRmrthKDGO1oXe36WRwjYVruxb1NMl" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="841" data-original-width="509" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEiEIu0FmUCmYhTM6ulsyuEPbJHrwb_mKLkcH0iBEMRLURTNSkZTcPPeAmtNJOQXlFdSdC9pP1nI8Hj--Srwr4-3NF6CZ0VeDKp5gI1o9zCx-CL3X0HG2b1ScL8_fqyvypqnmF27rADShW5oH6-YJT4sC2SQjcoUPmyRmrthKDGO1oXe36WRwjYVruxb1NMl=w194-h320" width="194" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This is a ningyo, but I'm asserting they can grow legs.</td></tr></tbody></table><br /></p><p>The Death Fish's hunger can be sated by the ningyo's tribute for now, but it has no emotion for them. If they stop being able to provide fish, it will simply eat as many of them as it can. The effect of that much immortality being concentrated in one body is unknown.</p><p>The Death Fish's fin contains its power. Cut it from the body, and the Fish returns to a mere man (one who has long since forgotten his name). The fish is hard as stone, but if it is boiled for a month it becomes soft enough to eat and absorb. The eater of the Death Fish's fin swiftly transforms into the new Death Fish.</p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-77918895019944480022023-10-05T17:01:00.003-07:002023-10-05T17:01:18.515-07:00GLOGtober 2023-5<p>So today I got Puzzle Boxes. I will attempt to make something from that.</p><p>I dunno what else to say as an intro. I didn't post yesterday so I'm posting this and the previous post both on the 5th hopefully.<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgW2aJkolM1FGr5XM-D4w-GuALRYHqVdqtTIT6tWhbY4nmFw56B2C1mx4SQ1XPLeKrQY8fHxvXJ8VH00I7fpgezhSSkiESnuNXWDpHJNEoC24tqAUbHdKcliMMIOJvl6aXnvK4ec7SFWZDghVMpmyWsO820b6henzI7KT9sp5n5gTpXTjweS0FKEeKHYPsu" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="640" data-original-width="640" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgW2aJkolM1FGr5XM-D4w-GuALRYHqVdqtTIT6tWhbY4nmFw56B2C1mx4SQ1XPLeKrQY8fHxvXJ8VH00I7fpgezhSSkiESnuNXWDpHJNEoC24tqAUbHdKcliMMIOJvl6aXnvK4ec7SFWZDghVMpmyWsO820b6henzI7KT9sp5n5gTpXTjweS0FKEeKHYPsu" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">BOX</td></tr></tbody></table><br /></p><span><a name='more'></a></span><h1 style="text-align: left;">Three Magic Puzzles</h1><p><b>Aklun's Sphere</b></p><p>A hollow sphere made of magically reinforced wood, a foot in diameter. Rotating various rings of that wood in the correct order reveals a sentence written in the tongue of dragons: "Speak The Power And Doom Of Kings." At this point, someone speaking the word for people - again in the tongue of dragons - causes the sphere to burn to ash and grant fire breathing to whoever was holding it.</p><p><b>The Cube of Bruce</b></p><p>A magically reinforced silver cube, each face the size of a splayed hand. It is said to have been made by the grand wizard Bruce to contain a great treasure. Each side has a series of dials with the letters of the alphabet. When all six sides spell BRUCE, the cube opens and the grand wizard Bruce flies out of it. He had been imprisoned in the cube for his crimes - "wizard crimes", he insists - but is ready to turn over a new leaf. He is very good at wizardry but not very good at turning over new leaves.</p><p><b>The Puzzle Box</b></p><p>A magic. tin, rectangular box, about 6"x3"x2". It radiates immense magic which - combined with the paint on it depicting a the battle between Battlesaurus and the Great Dragon of the North - indicates this is The Puzzle Box. Myths say it was created to hide Battlesaurus' ring-blade until another worthy bearer came to wield it. The sides of the box have many sliding panels, with one sequence of slides seeming to work for 10-20 moves... but then you run out of options. Every time you reset the box, your options seem to randomize. Panels that couldn't slide before can slide now. It is impossible to open The Puzzle Box by sliding panels. If it is smashed open - it is fairly sturdy but not indestructible - it is revealed to contain a ring and a note. The note says, "Congratulations! If you're reading this note, that means you have realized the most valuable weapon is violent force! You have proven yourself worthy to wear my ring! Use it wisely. Or don't! - B. Rex"</p><p>The ring is a plain steel band that resizes to fit any finger it is placed on. The wearer can instinctively turn it from a ring to a powerful magical sword or vice-versa.<br /><br /></p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com1tag:blogger.com,1999:blog-2942840171876066560.post-87464577973963948502023-10-05T15:54:00.003-07:002023-10-05T15:54:59.095-07:00GLOGtober 2023-4<p>So today's post is a Cryptic Lorepost. This lore probably doesn't apply to the YAGH or Mall Rats settings, but it might.</p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgxB-adGD_5FQiv9krLRh_X1htNtEwAJhwBwc8eaFPUwQEhVSWWfvTtjKEmqxGpm39cnMR_tQS8zoN34YO-DQMqbJqHy2VgbFwQvGFBizQT_xVeIlgQkEnUyQA6R_kIO4Qb94glkaULZndxrWxrX3ZhvCLRrLpl7qn-be5nSd8KywH5C57T2r_I4T3teC9K" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="723" data-original-width="723" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgxB-adGD_5FQiv9krLRh_X1htNtEwAJhwBwc8eaFPUwQEhVSWWfvTtjKEmqxGpm39cnMR_tQS8zoN34YO-DQMqbJqHy2VgbFwQvGFBizQT_xVeIlgQkEnUyQA6R_kIO4Qb94glkaULZndxrWxrX3ZhvCLRrLpl7qn-be5nSd8KywH5C57T2r_I4T3teC9K=w400-h400" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Home</td></tr></tbody></table><br /><br /></p><span><a name='more'></a></span><h1 style="text-align: left;">JUNGLELAND</h1><p>"Donnie Marconi is the fastest rider on these streets. Keep that in mind." - Donnie Marconi, head of the Birdbrains</p><p><br /></p><p>They say long ago there was a park here, where people would meet up to sell vegetables and hand-made items. Then it was a parking lot. Then it was a skyscraper - no-one wanted to move in. And now people meet up in the first-floor conference rooms to sell vegetables and hand-made items.</p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgSR6QOj178Ai7BKW4hyJDEewK2mM0C0bHoK75Mb9qDzp4LrauCJ97A-NJDE0hVnBJfv9vNPwgtQ7Uo5Sw1JotkGY05B8VWGZnRRYDUATcKZI9FmT5hduzkjvmzQiml4ftTJJ1HWZNFfg8b4taoU0HH6xvevJzVtSrxulK_QpyxO11XW_G6GUUoxtFl8goc" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="400" data-original-width="265" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgSR6QOj178Ai7BKW4hyJDEewK2mM0C0bHoK75Mb9qDzp4LrauCJ97A-NJDE0hVnBJfv9vNPwgtQ7Uo5Sw1JotkGY05B8VWGZnRRYDUATcKZI9FmT5hduzkjvmzQiml4ftTJJ1HWZNFfg8b4taoU0HH6xvevJzVtSrxulK_QpyxO11XW_G6GUUoxtFl8goc=w212-h320" width="212" /></a></div><p></p><p>The lights of Los Angeles keep the inhabitants of Mira Mesa up at night. To some, a prison they still run from. To others, a beacon drawing them in.</p><p><br /></p><p>Sometimes the sound of jet engines comes from Miramar. The base has been abandoned for decades.</p><p><br /></p><p>"These birds, they aren't real birds. All the big corporations, they have their own bird-robots. I think the sparrows are from Luxco. The real birds all died out after Project Delta, so they decided to replace them to keep up their image." - Charlie</p><p><br /></p><p>All of the tech buildings that don't have murderous security robots have been fully stripped ages ago.</p><p><br /></p><p>"Listen, I know we've been burnt before, but I swear the risks are low. We're in the getaway car, they're robbing a DiMac - no, look - they're robbing a DiMac delivery van. They're too slow to chase us, they'll never see our faces. Worst case Johnnie and Sue get caught and it's all on them. Best case we get out clean, get our cuts, and three weeks from now we've got cushy jobs in the city working for DiMac, and no-one ever finds out." - T.J.</p><p><br /></p><p>Next to the ARCO, a saxophone player performs over a backing track coming out of his boombox. You come back in a few hours. The boombox is gone, the player slouched over in a corner. Someone's helping them bandage their arm.</p><p><br /></p><p>"I hear that Steve Zhong got a shipment of Luxco's new smart shoes. Selling em for way under market. Don't tell anyone else." - Cheez</p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-62179013850841679202023-10-03T21:28:00.005-07:002023-10-03T21:28:44.340-07:00GLOGtober 2023-3<p>So I've been kinda running a vampire game in my Mall Rats "setting" for a few months. We've only had three sessions, but still, I've put a lot of thought into Mall Vampire.</p><p><br /></p><p>But rather than posting about how that Mall Vampire works, I'm going to create a new Mall Vampire.</p><p><br /></p><p>My third GLOGtober prompt is Vampires by the way.</p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhFrQaq_9MApJXX3zG_gkNoIy9MrhwjwU2fHWj1wvSR75EiWZ2Ydbm7W482J-3RQ5ZLQbaurKRdgqKchLhXe6WIUTrHPp3gdFOVzK3HQLV1lkehtTVJe2bKLZLL9z8MHmZbJar6Zq-IuBCZTxp1KjeYiFR9COV9QLo3vEoC_ZFmtrcaLUVON4zqmVR2Eqj8" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="720" data-original-width="720" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhFrQaq_9MApJXX3zG_gkNoIy9MrhwjwU2fHWj1wvSR75EiWZ2Ydbm7W482J-3RQ5ZLQbaurKRdgqKchLhXe6WIUTrHPp3gdFOVzK3HQLV1lkehtTVJe2bKLZLL9z8MHmZbJar6Zq-IuBCZTxp1KjeYiFR9COV9QLo3vEoC_ZFmtrcaLUVON4zqmVR2Eqj8" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Two maps.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjRKkRkUUon974UZEEtMT6yXgQdRHR4Wxw6xcvhwM5PQ8maFLm6mAO3e19YJBnJuwk8Kxo-s0mxP2Uc0Jk3QhQ-oN7KmE2aoZjM40IecLlhK0LoB3oLk941LPE7aeN9uOegHwPaEQNGRlTcbOuq9LlhM1vsoy0t-E79Iht0T4_Fr91rbBdDVorIFZsYKNcd" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="720" data-original-width="720" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjRKkRkUUon974UZEEtMT6yXgQdRHR4Wxw6xcvhwM5PQ8maFLm6mAO3e19YJBnJuwk8Kxo-s0mxP2Uc0Jk3QhQ-oN7KmE2aoZjM40IecLlhK0LoB3oLk941LPE7aeN9uOegHwPaEQNGRlTcbOuq9LlhM1vsoy0t-E79Iht0T4_Fr91rbBdDVorIFZsYKNcd" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This one isn't keyed in case you want to use it in a VTT or something.</td></tr></tbody></table><br /><br /></p><span><a name='more'></a></span><h1 style="text-align: left;">Vampires, or The Hot Topic Crawl</h1><p>Hot Topic is a dungeon for Mall Rats (or any other similar GLOG or OSR system, or whatever else you feel like running it in (stats are such that 0 is "average")). It can be used as part of a larger mall, or it can be used on it's own (perhaps the rest of the mall it inhabits is benign).</p><p>Potential hooks to get the players to go to Hot Topic:</p><p>1: Local youths have been showing up dazed and disoriented after late night parties, slightly more than usual. This was no big deal, until several were found dead with bite marks on their necks. The youth rumor mill has only one lead - a weird guy keeps showing up to parties that no-one seems to know. He was seen entering the mall containing the Hot Topic.</p><p>2: A teen vanished, but their parents insist they wouldn't run away. Someone saw them wandering into the mall containing the Hot Topic. If using this hook, find them hypnotized in room 6. A very strong shock will clear their head.</p><p>3: The players hear rumors the Hot Topic has an extremely rare first-run tape of Mellon Collie and the Infinite Sadness where the liner notes list the song, "There Is No Why". Such an item would be extremely valuable to a collector. Find the case in room 3 and the tape on a box in room 6.</p><p><br /></p><p>Excluding room 4, Hot Topic is dark, too dark to see normally. From around midnight to about 10 AM, the album Mesh and Lace plays on repeat over the PA system.</p><p><b>Room 1 - The Register:</b></p><p>This room has walls covered in empty racks where clothes would be. The center is a cash register - empty. Immediately south of the register is a pit, 10 feet deep with long jagged spikes at the bottom. There is no room north of the register counter or south of the pit, so one must either climb over the counter or navigate across the pit.</p><p>At the bottom of the pit is a largely decomposed corpse along with a large backpack. The backpack has 4 large wooden stakes strapped to it for easy access, as well as a rubber mallet, several days worth of food, a derringer with 6 silver bullets (ranged weapon, 1d6 damage, -2 to hit), a braid of garlic, and $1. There is also a black pleather notebook describing various facts about poltergeists, werewolves, mothmen, bigfoots, and most of all vampires. There's a lot about the structure of old European vampire societies, but even a quick skim of the section will grant the reader two important details: Vampires can regenerate if their heart hasn't been pierced by a stake or burned by sunlight, and a vampire dies if the vampire that sired it dies.</p><p><b>Room 1 - The Hallway:</b></p><p>The racks on these walls contain a bit more clothing, although some of it is torn up, possibly by a large dog. A shelf in the south-west of the room can be moved aside to reveal a hidden passage to room 4. The faint sound of Mega Man 2 can be heard at nearly all times coming from that secret passage. Richie the Vampire feels too apathetic to find out what the sound is and doesn't know of the passage's existence.</p><p><b>Room 2 - The Bat Room:</b></p><p>This room contains bats, guano, some clothes racks, and a pile of bones - probably mostly animal, but there is at least one human skull. The racks still have clothes on them, but they are completely ruined. At night, the bats are mostly gone through a hole in the ceiling. One of the bats is much larger than the rest - about 4 feet tall - and can talk. It will question the players on their intentions here, warn them not to cross it's master, and attack them if they make it clear that they intend to do so.</p><p><b>Room 3 - The Music Room:</b></p><p>This room has the controls for the Hot Topic's PA system, which accepts cassettes. It also has a single metal chair, which Richie sits in while brooding. The cassette in the tape deck - Mesh and Lace - allows the person who hit play to create silent illusions in a 25 foot radius around the tape as long as it is playing. Richie uses it to view a scene of his parents, brother, and girlfriend sitting in a living room.</p><p><b>Room 4 - The Pack Rat's Nest:</b></p><p>This room contains most of the clothing that once occupied the shelves and racks of the store, now shredded up into bedding. It also contains many shiny baubles, and some cassettes with all the tape pulled out. A talking rat the size of a large cat - Jack the Pack Rat - sits in the bedding playing Mega Man 2 on a small TV. Jack is easily startled, but not particularly afraid as she thinks she can easily escape through air ducts - which she will attempt to do if things escalate to violence. Jack has a heart-shaped cookie tin wrapped in belts as the centerpiece of her nest. Jack doesn't know this, but the cookie tin contains the heart of the vampire that sired Richie. If this heart is pierced by a wooden stake or exposed to sunlight, both vampires will die.</p><p>Jack is fine with this, so long as she gets to keep the cookie tin. She rather dislikes Richie.</p><p><b>Room 5 - The Guard Dog's Room</b></p><p>A large, pitch-black doberman with glowing red eyes guards this room. The dog's edges fade and waver as if it were made of fog. It will growl at anyone attempting to enter the room, and attack anyone attempting to cross without Richie's permission. It is not immune to being distracted, however, and is very hungry. It likes meat.</p><p><b>Room 6 - Richie's Bedroom</b></p><p>This room contains many small cardboard boxes, a single metal chair, a few empty clothes racks, and a large cardboard box that used to contain a mattress. The box is filled with leather pants and band t-shirts forming a cushion. This is where Richie sleeps from 10 AM to dusk. A pile of rotting pop tarts sits in the corner, each with a single bite taken out of them. A smaller pile of rotting spat-out bites of pop tart sits next to it.</p><p><br /></p><p><b>RICHIE THE VAMPIRE</b></p><p>From 10 AM to dusk, Richie is asleep in room 6. From dusk until around midnight, he is out hunting. The rest of the time is spent brooding in room 3. If Richie encounters the PCs he will pretend to be looking for a friend who went missing - emphasizing how scared he is to be in such a dangerous place - trying to lower the PCs' guards and hypnotize as many as he can before his ruse is discovered. If he is declared to be a vampire - or some similar accusation - he will admit this, and attempt to use his vampire powers and any hypnotized PCs to leverage a deal: the party can leave with his +1 Studded Jacket of Darkness if they find an item for him. If he is attacked, he will fight back while pushing for that deal. The item in question he describes as a heart-shaped tin with belts wrapped around it. He says it is sentimental, a memory of someone he lost long ago.</p><p>If he is given this tin, he will honor his end of the deal.</p><p>Richie can force anyone who talks with him for a few minutes to make a TN 14 MIND check or be hypnotized until Richie dies. Someone hypnotized by Richie has their eyes turn bloodshot and must make a TN 16 MIND check to disobey any of his orders. They do not immediately know they are hypnotized, and may act normally so long as they are not defying an order. If they are strongly physically or mentally shocked, they may make a TN 14 MIND check to shake off the hypnosis.</p><p><span style="font-family: courier;">LEVEL 6</span></p><p><span style="font-family: courier;">HP: 16 (Uses Death Dice)</span></p><p><span style="font-family: courier;">STR: 4, DEX: 4, MIND: -6</span></p><p><span style="font-family: courier;">ATTACK: 5</span></p><p><span style="font-family: courier;">DEFENSE: 5</span></p><p><span style="font-family: courier;">ITEM SLOTS: 6</span></p><p><span style="font-family: courier;">STEALTH: 2</span></p><p><span style="font-family: courier;">MOVE: 4</span></p><p><span style="font-family: courier;">Abilities:</span></p><p><span style="font-family: courier;">Claws - 1d6 damage, 2 attacks.</span></p><p><span style="font-family: courier;">Hypnotize - Explained above.</span></p><p><span style="font-family: courier;">+1 Studded Jacket of Darkness - Gives +1 DEFENSE. Wearer may create a shadowy object no larger than a toaster oven that lasts until you create another object, it breaks, or you dismiss it.</span></p><p><span style="font-family: courier;">Regenerate - Heals any damage, injury, and Death Die recieved after one minute, even if dead. Can be stopped if Richie or his sire are staked through the heart.</span></p><p><br /></p><p><b>RICHIE'S SIRE</b></p><p>If the tin containing Richie's sire is opened, he will quickly regenerate - wrong. All his parts will be present, but not in the right places. He cannot move. If he is staked, he will wither and burn to ash.</p><p><br /></p><p><b>JACK THE PACK RAT</b></p><p>A dark brown rat the size of a cat that wears a backwards blue baseball hat. Jack also wears a vest with a bunch of pockets on it. She is in possession of Richie's sire's heart, as the cookie tin it rests in is quite shiny and pleasingly shaped. She doesn't want to trade it unless offered something extremely shiny and pleasingly shaped (or a really cool game), and if someone moves to take it she will try to escape with it into the air ducts where she will wait until she thinks the threats have left her nest.</p><p>She is not opposed to letting someone remove whatever is inside the cookie tin, but still requires some sort of assurance that they won't take it and run.</p><p><span style="font-family: courier;">LEVEL 2</span></p><p><span style="font-family: courier;">HP: 8 (Uses Death Dice)</span></p><p><span style="font-family: courier;">STR: -4, DEX: 4, MIND: 0</span></p><p><span style="font-family: courier;">ATTACK: 2</span></p><p><span style="font-family: courier;">DEFENSE: 4</span></p><p><span style="font-family: courier;">ITEM SLOTS: 8</span></p><p><span style="font-family: courier;">STEALTH: 4</span></p><p><span style="font-family: courier;">MOVE: 5</span></p><p><span style="font-family: courier;">Abilities:</span></p><p><span style="font-family: courier;">Bite - 1d4 damage</span></p><p><br /></p><p><b>BIG BAT</b></p><p>The big bat in room 2 doesn't have a name. If someone begins to fight Richie, it will make its way over to help the vampire out, taking 2 turns per room it has to move through. It doesn't care much that you're here, but it doesn't rather like the idea of you killing Richie as it will vanish when Richie dies. It eats people, very occasionally, but isn't hungry enough to try to eat the party.</p><p><span style="font-family: courier;">LEVEL 4</span></p><p><span style="font-family: courier;">HP: 16 (Uses Death Dice)</span></p><p><span style="font-family: courier;">STR: 4, DEX: -6, MIND: 2</span></p><p><span style="font-family: courier;">ATTACK: 5</span></p><p><span style="font-family: courier;">DEFENSE: 3</span></p><p><span style="font-family: courier;">ITEM SLOTS: 0</span></p><p><span style="font-family: courier;">STEALTH: -4</span></p><p><span style="font-family: courier;">MOVE: 4</span></p><p><span style="font-family: courier;">Abilities:</span></p><p><span style="font-family: courier;">Can Bite or Screech once per turn </span></p><p><span style="font-family: courier;">Bite - 1d6 damage</span></p><p><span style="font-family: courier;">Screech - Everyone other than Big Bat can't hear until the end of the next round and must make a TN 12 MIND check or become dizzy and have -4 to any checks that would be affected by being dizzy. At the end of each round, anyone who is dizzy makes another TN 12 MIND check, no longer being dizzy on a success. This MIND check is not affected by the -4 penalty from being dizzy. </span></p><p><span style="font-family: courier;">Fly - Big Bat can fly.</span></p><p><br /></p><p><b>BIG DOG</b></p><p>This shadowy dog will not leave room 5 no matter what. If someone attempts to drag or push it out, it stops as if there are invisible walls in the doorways. It likes meat and other doggy distractions, but will attack anyone passing through room 5 so long as it can focus and Richie hasn't given permission to be there.</p><p><span style="font-family: courier;">LEVEL 3</span></p><p><span style="font-family: courier;">HP: 18 (Does not use Death Dice)</span></p><p><span style="font-family: courier;">STR: 8, DEX: -6, MIND: -4</span></p><p><span style="font-family: courier;">ATTACK: 3</span></p><p><span style="font-family: courier;">DEFENSE: 1</span></p><p><span style="font-family: courier;">ITEM SLOTS: 0</span></p><p><span style="font-family: courier;">STEALTH: -2</span></p><p><span style="font-family: courier;">MOVE: 4</span></p><p><span style="font-family: courier;">Abilities:</span></p><p><span style="font-family: courier;">Bite - 1d10</span></p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-41580462344768840092023-10-02T20:35:00.004-07:002023-10-02T20:36:11.324-07:00GLOGtober 2023-2<p>So it's day 2 of GLOGtober and I'm working on my second post. Statistically, that means that by the end of the month I will definitely have 31 blogposts done. This is how math works.</p><p><br /></p><p>Prompt 2 is, "A glance at a city that should never have been built." Pretty straightforward.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiFrWzgr_CJjsa9dg8sTcid-k8pZM0-h4ADhnMFOxi0tn_AVxTunEvHv4_tPTmTcAkuRRJh1vHNyMQ1ublBTNmktXdZWejdaT4l__5kw6uhGVfQ0l9lGemMUBfdZ9lSLcQPfirvYKvf2tR0HG-kw1itcavjH7ysuXs_a4c8ZTEZJf_vg5l5K05LFuzDN4i8" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="273" data-original-width="365" height="239" src="https://blogger.googleusercontent.com/img/a/AVvXsEiFrWzgr_CJjsa9dg8sTcid-k8pZM0-h4ADhnMFOxi0tn_AVxTunEvHv4_tPTmTcAkuRRJh1vHNyMQ1ublBTNmktXdZWejdaT4l__5kw6uhGVfQ0l9lGemMUBfdZ9lSLcQPfirvYKvf2tR0HG-kw1itcavjH7ysuXs_a4c8ZTEZJf_vg5l5K05LFuzDN4i8" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This looks kinda like Blade Runner<br /></td></tr></tbody></table><br /><br /><p></p><span><a name='more'></a></span><h1 style="text-align: left;">Wonder City, or The City of the Future, or the Tragic Kingdom</h1><p>Half a century ago, Desmarr Shardtooth's dreams became reality. He had spent most of his life creating industry out of entertainment. The Shard Company had gained a monopoly on amusement in the Ember Kingdom. You could say that every child's smile was another coin in Uncle Shardtooth's coinpurse.</p><p>And this was the problem. Desmarr looked around towards the end of his life and wondered - was that his legacy? To be the man who sold joy? Maybe that's enough for some, but Desmarr knew he could be something more. And so he dreamed of the future. And half a century ago, Desmarr Shardtooth's dreams became reality.</p><p>When convincing parliament to let you build a "city of the future", it helps to have a track record of turning untested new ideas into success stories. And when convincing parliament to let you make that city nearly autonomous, with power resting almost solely in the hands of the group you founded... well, the only thing that could possibly help at that point would be money. Lots of money. Luckily enough, Desmarr Shardtooth had both, and Wonder City was approved.</p><p>Desmarr died of natural causes soon after, handing control, most of his money, and a long, detailed plan over to the Wonder City Foundation.</p><p>The city was constructed in a sort of flower shape, with the center tower containing a labyrinthine mess of workshops, bureaucratic spaces, and guard stations. The outer "petals" contain homes, with a large wall surrounding the whole city. Being built as a "city of the future", many parts of the city were enchanted to be automated - trolleys move on their own, the guard constructs require only a few humans to control them, some appliances have arms or legs in an attempt to be more convenient.</p><p>Wonder City has two major rules for it's inhabitants: Work for Wonder City or an affiliated company, and always remain "presentable" in appearance and behavior. Anyone who breaks these rules is expelled and blacklisted. In exchange, theoretically, the city provides cheap but ample housing and many modern amenities.</p><p>In practice, after the first few years no company has wished to be "affiliated" with Wonder City. It's too expensive, and after a few too many cases of necessary workers and personnel being expelled from the city, no one wants to enter into a contract.</p><p>So now the city is almost abandoned. Guard constructs and malfunctioning appliances are a danger to anyone who decides to enter. There are also a few weird animals that have escaped the zoos (there're two zoos in the central tower). The only people remaining are, of course, the board members of the Wonder City Foundation. They cling to the wealth and comfort of their positions, knowing that if any of them act against Dessmarr Shardtooth's wishes the others are certain to turn on them. One fewer board member means one fewer leech slowly sucking the Foundation dry.</p><p><br /></p><p>This is where I stop talking all story-like and start laying down hard RPG facts. There's a few options for hooks, as far as games in Wonder City are concerned. </p><p></p><ul style="text-align: left;"><li>The Ember Kingdom has hired you as couriers, you have to deliver a message to the Foundation at the top of the tower to let them know that they've been missing payments and Wonder City is no longer autonomous. </li><li>Someone's father left their masterwork magic sword in their workshop when they got kicked out. They'll tell you where it is if you promise to loot some of the retro-futuristic magitech for them.</li><li>Upon entry and bumbling around a bit in Wonder City, one of the board members sends a singing bird construct that offers to hire you to prove another member defied Desmarr Shardtooth's plans.</li></ul><p></p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-37934991128923139582023-10-02T03:52:00.005-07:002023-10-02T03:53:38.229-07:00GLOGtober 2023-1<p>So it's GLOGtober, and that means one thing: It's time for GLOGtober. There's prompts over at <b><a href="https://glass-candles.blogspot.com/2023/09/glogtober-23.html">here</a> </b>and I do those prompts and hopefully I get like a bunch of blogposts by the end of the month!</p><div><br /></div><div>Also I'm typing this in Textreme2.<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi-xpYDFC0Te5DLJiObf8d1y5RqPGFMtrNCjjRgv27PBQQdmz5SLGGc8Os9C2AuCpIH9RLzQrrO5BnGT1IKFXl38uAjz1_95Duc6i-8M2zJGUeQiEaawXfGezx6Kd7yNltCIb6TeCw7BIoMQ3Ax8K5diXctuxeNpno8K7Id5h4JbMzaV1iRBefaDC8u-ZG6" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1040" data-original-width="1574" height="264" src="https://blogger.googleusercontent.com/img/a/AVvXsEi-xpYDFC0Te5DLJiObf8d1y5RqPGFMtrNCjjRgv27PBQQdmz5SLGGc8Os9C2AuCpIH9RLzQrrO5BnGT1IKFXl38uAjz1_95Duc6i-8M2zJGUeQiEaawXfGezx6Kd7yNltCIb6TeCw7BIoMQ3Ax8K5diXctuxeNpno8K7Id5h4JbMzaV1iRBefaDC8u-ZG6=w400-h264" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">It makes typing... fun!<br /></td></tr></tbody></table></div><span><a name='more'></a></span><h1 style="text-align: left;">Essential, non-RPG reading for any GM.</h1><p>Howdy howdy howdy, prompt numero uno has been decided (by random chance) to be: "Essential, non-RPG reading for any GM." But like, darn books, no one reads anymore, so I'm gonna pretend the prompt said something about media or art or whatever instead. Also I'm gonna pretend the prompt specified tabletop RPG so I can include video games. Honestly I'm just gonna ignore the prompt.</p><div><br /></div><h2 style="text-align: left;">1: Skyrim</h2><div>Look folks I know that Skyrim is a bit of what some may call a, "popular game," and you've probably already tried it, but hear me out. Skyrim has a way of introducing quests that really could be seen more in the tabletop realms. Next time you play Skyrim notice how you walk on the trail towards Falkreath and meet a strange dog (who you can ignore), or pass through the streets of Markarth and run into some weirdo asking about a house (who you can ignore), or open up a random bandit chest and find a sphere which transmits the voice of the Daedra Merida directly to your head (who you can ignore).</div><div><br /></div><div>Skyrim's take on this is admittedly heavyhanded. All three of those quests - that I chose off the top of my head - result in the player doing the bidding of godlike beings and being granted mythic artifacts. It doesn't necessarily suit the tone of every game if such interactions happen at every major settlement and most smaller ones. That said, much more mundane quests - a wounded traveller on the road asking for the players to deliver a message, or a key and a map found in a pile of bandit loot - are certainly an option.</div><div><br /></div><div>The point is to consider that "hooks" can come up any time and any place - and can be throwaway options for the players to ignore. You don't have to - and really should not - plan out every quest in full if you are playing "Skyrim style". Short outlines, maybe, but prep time is not limitless. You can instead place the quest-givers in their locations, and structure their surroundings such that pursuing that quest gives you enough time to figure out the rest. Neat!</div><div><br /></div><h2 style="text-align: left;">2: The Fall (2006)</h2><div>Watching The Fall is absolutely necessary for anyone who wants to tell a story. That's what we're doing, as players of a RPG, we're telling stories. And The Fall gives insight into the emotional core of telling stories. Or maybe it's a cautionary tale about "bleed". Whatever it's a good movie.</div><div><br /></div><h2 style="text-align: left;">3: The SpongeBob SquarePants Movie</h2><div>Ok this one is actually more serious than the last one, fr, no cap. Road Trip stories are basically just a great genre, enthralling the world ever since the first Road Trip story - The Odyssey - and probably even before that. The thing about Road Trips is they translate so incredibly well to tabletop RPGs. The GM prepares a neat setpiece, the players interact with it to try to get food/directions/fuel/ice cream, hysteria happens, the players move on and the next session repeats the process until we make it to the destination. And so really the main suggestion is just "consume Road Trip media", and I could have suggested reading Percy Jackson and the Lightning Thief or the first arc of One Piece, or watching The Blues Brothers or Harold and Kumar go to White Castle, but I like The SpongeBob SquarePants Movie.</div><div><br /></div><div>Honestly Percy Jackson and the Lightning Thief is a good one too though. Percy Jackson - a demigod son of Poseidon living in New York - has to go on a journey to the underworld to retrieve Zeus' lightning bolt. Also Zeus thinks he stole it, and has domain over the sky, so planes are not an option. Now we have a vague route: head across the country by land and make it to the underworld via its entrance in Los Angeles. This gives us a strong sense of progression - when you're getting stuck in an enchanted casino in Vegas, you can feel how far you've come since meeting Echidna in St. Louis - but as anyone who knows their road trips knows, that progression is malleable. That casino might take ages to get out of, but you might skip over like 3 states with no real conflict. Road Trips: Clear sense of progression, but flexible, and perfect for session-based RPGs, and also just dang neat.</div><div><br /></div><div>And that's why you should watch The SpongeBob SquarePants Movie.</div><div><br /></div><p></p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-70754354174413345302023-06-21T19:18:00.008-07:002023-09-15T12:15:08.852-07:00Class(is): Henshin<p> So Kamen Rider is a pretty cool series.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjRz30sRBSauv1jHeEJTQsGALKCL67TIqjmqhLCG3MqnC-l1DNhtED-VWbhrX0SHhm9pJqB4o9F_oTO_grOoDiaZQNN5s_3V84wnmBozOjEuYz2ld7a-Ll7mU_GYPYdoQ-ZYqZNK5sDGjFgpkTVYp3JL52WG6mv1oS1sSldLYB5yVPR_tovzJRowIQn-0bw" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="2048" data-original-width="2048" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEjRz30sRBSauv1jHeEJTQsGALKCL67TIqjmqhLCG3MqnC-l1DNhtED-VWbhrX0SHhm9pJqB4o9F_oTO_grOoDiaZQNN5s_3V84wnmBozOjEuYz2ld7a-Ll7mU_GYPYdoQ-ZYqZNK5sDGjFgpkTVYp3JL52WG6mv1oS1sSldLYB5yVPR_tovzJRowIQn-0bw=w400-h400" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">HENSHIN!</td></tr></tbody></table><p></p><span><br /><a name='more'></a>It's a class, but it's also like 4 (I don't know how many variants I'm going to write yet, and I refuse to update this once I do).</span><div><h1 style="text-align: left;">Base Class(is): Shocker Cyborg</h1><div>Start with: a monstrous body, disposable henchmen, orders, a secret base</div><div><br /></div><div><b>ABILITIES</b></div><div><b>1: Weapon, +2 STR, +2 DEFENSE</b></div><div><b>2: Shocker Jump, +1 STR, +1 DEFENSE</b><br /></div></div><div><b>3: Insidious Skill, +1 STR, +1 DEFENSE</b></div><div><b>4: Ultimate Gambit, +1 STR</b></div><div><b><br /></b></div><div><b>Weapon</b></div><div>Shocker gave you a special weapon related to your theme.</div><div><br /></div><div><b>Shocker Jump</b></div><div>You can jump over single-story buildings easily.</div><div><br /></div><div><b>Insidious Skill</b></div><div>You have an ability useful for subterfuge or traversal, such as invisibility, face-stealing, or flight.</div><div><br /></div><div><b>Ultimate Gambit</b></div><div>You have a unique ability, one that is key to Shocker's plans of world domination... at least for now.</div><div><br /></div><div><br /></div><h1 style="text-align: left;">Subclass: Spider-Man, Again</h1><div><b>Weapon: Poison Darts</b></div><div>You can shoot poison darts from your mouth. These deal 1d4 damage, and anyone killed by one dissolves near-instantly.</div><div><br /></div><div><b>Insidious Skill: Webs</b></div><div>You can shoot rope-like webs. They can be used like rope, and can stick to surfaces.</div><div><br /></div><div><b>Ultimate Gambit: Instant-Death Darts</b></div><div>You can shoot a stronger poison dart from your mouth. It has a -8 penalty to hitting aware, unrestrained targets. It deals 3d6 damage, and anyone killed by one dissolves near-instantly. This power will once and for all bring Shocker to victory.</div><div><br /></div><h1 style="text-align: left;">Subclass: Wasp Woman</h1><div><b>Weapon: Stinger</b></div><div>You have a rapier with a stepped-up damage die (1d8 damage instead of 1d6).</div><div><br /></div><div><b>Insidious Skill: Hypnosis</b></div><div>You can try to hypnotize anyone you can see by emitting a high-pitched sound. Your target must make a MIND check DC 14. If they fail, they will follow your commands from any distance. Whenever they suffer a strong physical or mental shock, they may make another MIND check, with a DC of 14 - the number of times they've made this check. Anyone who passes a check to resist your hypnosis cannot be hypnotized in this way in the future.</div><div><br /></div><div><b>Ultimate Gambit: The Hive</b></div><div>You can hypnotize anyone who wears a trinket you've made for more than a few seconds. They will follow your commands from any distance so long as they wear that trinket, but cannot perform complex tasks that require their own intuition. This power will once and for all bring Shocker to victory.</div><div><br /></div><h1 style="text-align: left;">Subclass: Pirazaurus</h1><div><b>Weapon: Ultra Punch</b></div><div>Your punches and kicks deal 1d8 damage.</div><div><br /></div><div><b>Insidious Skill: The Mask</b></div><div>You have a +2 to checks to grapple or throw opponents. While wearing a mask, you appear human.</div><div><br /></div><div><b>Ultimate Gambit: Poison Mist</b></div><div>You can release a toxic gas, dealing 2d6 damage to everyone nearby except for you. This power will once and for all bring Shocker to victory.</div><div><br /></div><h1 style="text-align: left;">Subclass: Hitodanger</h1><div><b>Weapon: Throwing Star</b></div><div>You can launch yourself at your opponents, moving through the air up to 30 feet and dealing 1d8 damage if you hit them.</div><div><br /></div><div><b>Insidious Skill: Living Fossil</b></div><div>You can lay perfectly still, facedown, for as long as you wish. You take no damage while doing so.</div><div><br /></div><div><b>Ultimate Gambit: Hardened By The Ages</b></div><div>All damage you take is reduced by 5. If you are drenched in a bucket's worth of water, you take double damage instead until you dry off (an hour in normal conditions). This power will once and for all bring Shocker to victory.</div><div><br /></div><h1 style="text-align: left;">Subclass: Cobra Man</h1><div><b>Weapon: Cobra Arm</b></div><div>Your arm is a cobra, which can bite things from the second rank (up to 10 feet away or so) for 1d6 damage.</div><div><br /></div><div><b>Insidious Skill: Drill</b></div><div>By spinning rapidly, you can tunnel through dirt - although you are stopped by solid stone.</div><div><br /></div><div><b>Ultimate Gambit: Acid Spray</b></div><div>Your cobra arm can spit an acidic gas, which deals 1d6 damage to anything in front of you and corrodes metal. This power will once and for all bring Shocker to victory.</div><div><br /></div><div><br /></div><div>I feel like I write classes with very terse abilities/description. Probably this doesn't make sense without prior knowledge of Kamen Rider.</div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-73518620805971914852023-05-26T21:26:00.007-07:002024-02-07T12:33:09.000-08:00Record of Encino War: Session 3<div><div>So last session I started playing 50s rock in the background, to simulate the 50s rock playing in the background in the hallways of the Encino Shopping Arcade. I hope my players don't find it annoying.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgRlnRJrm1Wef2nxCDJY2GeWL35C1vsI4n3SXapYMKAmnZD3afN77blvOdXHZNagjiZ2UCHqguiBzXwe5-oCN5HoTH69rWllBGFDJrBOxw9SH3QcjsWZMA6eSUpNRnGDkgy6zDT73S2O21FMXd3HsaGJk1QsEp4h1Er-9rBo_ty2aXIq0BsyDdIoI1gUw" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1000" data-original-width="1000" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgRlnRJrm1Wef2nxCDJY2GeWL35C1vsI4n3SXapYMKAmnZD3afN77blvOdXHZNagjiZ2UCHqguiBzXwe5-oCN5HoTH69rWllBGFDJrBOxw9SH3QcjsWZMA6eSUpNRnGDkgy6zDT73S2O21FMXd3HsaGJk1QsEp4h1Er-9rBo_ty2aXIq0BsyDdIoI1gUw=w400-h400" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Sand... Witches?</td></tr></tbody></table></div><span></span><span><a name='more'></a></span><div><br /></div><div><h1 style="text-align: left;">CAST:</h1><div>Sir Roland Byrne - A <a href="https://sameissharkinjapanese.blogspot.com/2022/03/glog-class-roller-knight.html">Roller Knight</a> of the Knights of Hawthorne, dresses in an oversized suit and wears a hair-shaped helmet</div><div>El Mosco - A mosquito/vampire themed <a href="https://docs.google.com/document/d/16pMGbv8xCMd-93f8wy-fDPfFRp0t34j5ILrLq7P-GJo/edit?usp=sharing">Lichador</a>.</div><div>Scrunky - A <a href="https://sameissharkinjapanese.blogspot.com/2022/03/class-scrapmaster.html">Scrapmaster </a>who is pretty scrunky.</div><div>George - A <a href="https://sameissharkinjapanese.blogspot.com/2021/08/glog-class-big-monkey.html">Big Monkey</a> with a big heart, and also a gun.</div><div>and introducing Teasag - a <a href="https://docs.google.com/document/d/1G_ePIsRdiMu4BPk33TzVaTGI_E1fObLsnJr6-yKZn6M/edit?usp=sharing">Druid </a>with a mission to return nature to the malls of America.</div><div><br /></div><div>George's Neurolinked Dreamer™ was both sick and dealing with final exams, so for this Shared Psychoscape™ he was controlled by Me™, the Architect™.</div><div><br /></div><h1 style="text-align: left;">Six Travelers</h1><div>walk the halls of the Encino Shopping Arcade. The path to Mega Multiplex Movie Theaters has been mostly safe so far, but out of the fog approaches a figure: could it be Danger come to show its alluringly handsome face? And perhaps invite you to come meet its equally stunning friends Action and Rad Magic Items Found On The Bodies Of Your Enemies? The four of you might come in for coffee, and who knows what would happen? Maybe some other time, but this figure is familiar to four of the Travelers. It is Teasag, someone who Sir Roland Byrne, El Mosco, Scrunky, and George have met multiple times while searching through trash at other, marginally less weird shopping arcades in the past. But the past is a foreign country, and sometimes too does it feel that Burbank is a foreign country - Burbank being where Teasag was mere minutes before. Teasag was in a mall, growing plants in a broken down home and garden store as she is oft seen doing, when suddenly she appeared here. As fellow strangers, they knew they can trust Teasag and continue on down the hallway towards Mega Multiplex.</div><div><br /></div><div>Not long after this, Hot Topic comes out of the fog, metaphorically, it doesn't move, it might be reasonable to expect that I meant literally given context but in this case the Hot Topic is stationary and inanimate. A goth woman sits in the doorway reading Memnoch the Devil by Anne Rice. The goth is wearing a frilly black and white dress. She welcomes the group, and offers some cookies.</div><div><br /></div><div>The cookies are on a tray, shaped like ravens, roses, and little gingerbread men with their heads broken off. Nearby is an Easy-Bake Oven - and several more in boxes. Also some baking ingredients exist in cardboard boxes. Otherwise, the Hot Topic is surprisingly clean. Joy Division is playing on the store's P.A. system.</div><div><br /></div><div>El Mosco accepts a cookie, and is literally stunned by how amazing the cookie is, not moving until Scrunky plays his mask-proboscis like a kalimba, or maybe a jaw-harp where the jaw is El Mosco's face.</div><div><br /></div><div>El Mosco begins to inquire as to the secret recipe for the cookies, which the woman who is not a witch insists would defy the point of a secret recipe. El Mosco asks if anyone has died in the woman's bakery. The goth denies this, a little baffled, but El Mosco decides to channel a nearby ghost anyways. Then Sir Roland Byrne eats a cookie too, since it seems like a good idea.</div><div><br /></div><div>El Mosco immediately begins speaking in the voice of a child, begging and pleading for the party to save someone lest they meet the child's fate. Sir Roland Byrne is stunned at how good that cookie was. El Mosco is like, "Whoa, that's heavy," and stops being a ghost-host for now.</div><div><br /></div><div>El Mosco, Scrunky, and Teasag start to interrogate the goth about what the deal was with that, though she feigns ignorance. Sir Roland Byrne is stunned at how good that cookie was. El Mosco starts to Break Stuff - wait frig that song came out in 2000, it is Non-Canon for Mall Rats, dagnabbit. Anyways El Mosco starts to throw things onto the ground in case someone is being held captive behind the zipper pants, making his way to the door to the back room. Sir Roland Byrne is stunned at how good that cookie was.</div><div><br /></div><div>Before he reaches the door, the goth summons two other goths, who appear near her listening to an album on headphones plugged into a turntable. The first goth - who's name is revealed as Morgantha - is about to command them to attack, but first disappointedly chastises the other goths for listening to her record. Then she bites the head off a poppet, deleting a head from one of the other goths. Sir Roland Byrne is stunned at how good that cookie was.</div><div><br /></div><div>Morgantha pulls a knife, so everyone starts to get ready to throw hands and also Teasag finally shakes Sir Roland Byrne out of his stupor. A fight occurs in which:</div><div><ul style="text-align: left;"><li>Morgantha offers more cookies (an offer which both Sir Roland Byrne and El Mosco feel compelled to accept, stunning them multiple times).</li><li>The other goth, Offalia, teleports in the way of people attempting to hit Morgantha.</li><li>El Mosco does a flip and bludgeons Offalia with the headless body of the third goth whose name never came up.</li><li>Alucard conjures and throws an axe at Morgantha, then once Offalia dies he grabs a floating heart from her body and throws another axe.</li><li>Morgantha turns magically active-camoflaged and attempts to flee, but Teasag summons vines to restrain her.</li></ul></div><div>In the end, the goths are defeated without anyone getting too close to death. Scrunky got to 0 HP, which is like about halfway down the driveway to the Long Road On Which None Return From Their Evening Strolls. Sir Roland Byrne starts listening to Morgantha's record, "Permanent Sound" by Danny Alder and the Way Cools, while everyone else goes to the back room to find the cookie recipes.</div><div><br /></div><div>No cookie recipes are found, but rather a child in a cage named Stuart who goes by "Freak" because he's a freak. He is from Food Court and Ireena recognizes him. He was sold to Morgantha by his parents, because they ran out of cookie money and were addicted to cookies. Stuart thinks Morgantha probably was going to eat him. He doesn't want to go back to his parents, but offers the group an Experience Token if they take him to Mega Multiplex safely. Sir Roland Byrne is stunned by how moderately neat that record was.</div><div><br /></div><div>Leaving Hot Topic to keep heading to Mega Multiplex, the group encounters a vendor with a kiosk, the same vendor and kiosk as the last several times (presumably, his identity is still concealed by a balaclava+sunglasses+gloves), trying to sell another sword. He doesn't want more bananas this time, so no deals are struck.</div><div><br /></div><div>They also find a fat possum. Scrunky suggests it is a good source of food, but in the end everyone agrees to walk around it.</div><div><br /></div><div>At the corner of the roads to Mega Multiplex, Tower Records, and Food Court (the party having come from Food Court), a man is standing wearing an ostentatious pink outfit (I think it was pink). He complements Scrunky's glowing purple coat and sounds like a bad Elvis impersonator. After some polite conversation in which the man reveals he is Count Zarovich, the party heads on towards Mega Multiplex. Count Zarovich seemingly didn't notice Ireena's presence in the group; the Blue's Clues mask seems to have worked. Count Zarovich stares at the group as they leave, not stopping for at least as long as they can see him through the fog.</div><div><br /></div><div>The group passes by a Petco that has been heavily fortified, with a door jury-rigged into the closed shutters, and several bear traps hammered into the ground outside. The party does not approach the door.</div><div><br /></div><div>With the glowing marquee to Mega Multiplex in sight, a man comes walking from the west, talking to seemingly no-one. His name is Dave, and he is on a quest. The Casio VL-Tone in his pocket insists (and he accepts) that he is the Hero of Destiny, foretold to kill the great shapeshifting dragon Zarovich. They seek the mythical Permanent Sound, a power so great that neither of them knows what it is, exactly. But they will find it.</div><div><br /></div><div>Sir Roland Byrne recalls the prophecy the group received, "Surrounded by vestments of the night, the power of your enemy is hoarded. It is a relic of a sound long dead, and by this you will know it." Could this "relic of a sound long dead" be the Permanent Sound? Casio quickly deduces that "vestments of the night" sounds like what corpses wear, and that Dave should hurry to find a mortuary.</div><div><br /></div><div>The group thinks more, and realize that the prophecy is probably referring to the old record in the Hot Topic, but as they turn to tell Dave that they see he is already nearly vanished into the fog, and they've got two people to escort the other way to Mega Multiplex.</div><div><br /></div><div>And they lived happily ever after, until a few weeks from now when things will happen again.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div>My stats for the three goths. It's all Mall Rats rules, and "(uses Death Dice)" just means they use the same death rules as players rather than dropping dead at 0 HP.</div><div><br /></div><div>Bella is the one whose head got unexisted.</div><div><br /></div><div><b>Morgantha</b></div><div>Level 6</div><div>HP: 16 (uses Death Dice)</div><div>STR: 2, DEX: 0, MIND: 6</div><div>ATTACK: 5 DEFENSE: 4</div><div>ITEM SLOTS: 12</div><div>STEALTH: 4</div><div>MOVE: 2</div><div>Pocketknife (1d6 damage)</div><div>Can summon Bella and Offalia to her side</div><div>Can camouflage once per day for a minute (while camouflaged -4 to target with attacks and hard to find)</div><div>Has 7 cookies in her pocket</div><div><br /></div><div><b>Bella</b></div><div>Level 3</div><div>HP: 10 (uses Death Dice)</div><div>STR: 0, DEX: 4, MIND: -4</div><div>ATTACK: 4 DEFENSE: 2</div><div>ITEM SLOTS: 6</div><div>STEALTH: -4</div><div>MOVE: 2</div><div>Slingshot (1d6 damage)</div><div>Can set things on fire with her slingshot once. If something is on fire, it takes 1d4 damage at the start of each turn unless someone spends a turn putting it out. This recharges on a 1-in-6 at the start of each turn.</div><div><br /></div><div><b>Offalia</b></div><div>Level 3</div><div>HP: 20 (uses Death Dice)</div><div>STR: 4, DEX: 0, MIND: -4</div><div>ATTACK: 4 DEFENSE: 2</div><div>ITEM SLOTS: 6</div><div>STEALTH: -4</div><div>MOVE: 2</div><div>Punch (1d10 damage)</div><div>Can teleport into the path of any attack once per turn.</div></div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-42460269355016191982023-05-15T14:50:00.001-07:002023-05-15T14:50:18.182-07:00Record of Encino War: Session 1<p>So I've been running Mall Rats with some friends, playing through my interpretation of the D&D 5e module CURSE OF STRAHD. I'm gonna try to write up play reports from now on, but here's the first session off of notes and memory.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh4uiBUUXJ19MvxFzF3HxlvrEvoF_UEOYpTKcKM2I8xiJdzDdkkxNJiybURfA7RoXXB-enq1jFA0pveGZsAizjQPA1T8u5T7GKaeT6F3GZvOZLrxslf3V--nFaP3J7M_LzcWxni2uKG3qxnuxr390eB6-gr7_hzimLpggYQiiRDH9BFoEfFvsXjyrBfHA" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="384" data-original-width="683" height="225" src="https://blogger.googleusercontent.com/img/a/AVvXsEh4uiBUUXJ19MvxFzF3HxlvrEvoF_UEOYpTKcKM2I8xiJdzDdkkxNJiybURfA7RoXXB-enq1jFA0pveGZsAizjQPA1T8u5T7GKaeT6F3GZvOZLrxslf3V--nFaP3J7M_LzcWxni2uKG3qxnuxr390eB6-gr7_hzimLpggYQiiRDH9BFoEfFvsXjyrBfHA=w400-h225" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Encino Shopping Arcade</td></tr></tbody></table><br /><p></p><span><a name='more'></a><br /></span><h1 style="text-align: left;">CAST:</h1><div>Sir Roland Byrne - A <a href="https://sameissharkinjapanese.blogspot.com/2022/03/glog-class-roller-knight.html">Roller Knight</a> of the Knights of Hawthorne, dresses in an oversized suit and wears a hair-shaped helmet</div><div>El Mosco - A mosquito/vampire themed <a href="https://docs.google.com/document/d/16pMGbv8xCMd-93f8wy-fDPfFRp0t34j5ILrLq7P-GJo/edit?usp=sharing">Lichador</a>.</div><div>Scrunky - A <a href="https://sameissharkinjapanese.blogspot.com/2022/03/class-scrapmaster.html">Scrapmaster</a> who is pretty scrunky.</div><div>George - A <a href="https://www.blogger.com/blog/post/edit/2942840171876066560/4045784496141408792">Big Monkey</a> with a big heart, and also a gun.</div><h1 style="text-align: left;">Four Scavengers</h1><div>have just left a mall in Burbank. This mall - like all others - was abandoned after the economic/paranormal <b>crash </b>of 2000, and they had hoped it - like many others - would contain riches worth overcoming the unpredictable dangers within. A long day of searching had resulted in little to show, however, so now they rest in the parking lot IHOP and prepare to head back to the more civilized parts of the Los Angeles metropolitan area.</div><div><br /></div><div>Suddenly, the room goes black. The lights had been flickering before, but it wasn't too hard to see by the evening light coming through the windows. But now it was pitch black, darker than the darkest corners of Spencer's.</div><div><br /></div><div>Seconds later, the lights come back on, steadier now and illuminating a different IHOP. The layout of the room is different. The floor is cleaner - although still a bit dusty - and the tables and chairs all intact. Off-white bricks cover the other side of every window, as well as the glass front doors. And standing in front of the table are two children.</div><div><br /></div><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiT9PPpsQ8zyiyHFNk7gjFoB7lvIeO5mBf4NmNfXc_TTT5k7S-4i7WNdLrgS_rypZcFQpav8I97cfdVW-ZDPJfdTzuV_k0P7lGI5bhpqK2CsxMfxkE3uJc5Qk-fy73cn5W_1EnT9wRFm-MQxMVP7jXs36DhmTKpcIjmb8F0aUyT9MAqQxSQ8gAf1f-raw" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="480" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEiT9PPpsQ8zyiyHFNk7gjFoB7lvIeO5mBf4NmNfXc_TTT5k7S-4i7WNdLrgS_rypZcFQpav8I97cfdVW-ZDPJfdTzuV_k0P7lGI5bhpqK2CsxMfxkE3uJc5Qk-fy73cn5W_1EnT9wRFm-MQxMVP7jXs36DhmTKpcIjmb8F0aUyT9MAqQxSQ8gAf1f-raw=w400-h400" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The players entered in room 0.</td></tr></tbody></table></div><div><br /></div><div>The children introduce themselves as Rose (the older sister) and Thorn (the younger brother). They insist that there's a monster deeper in the "house" but don't provide much other information.</div><div><br /></div><div>The players begin to explore the IHOP. They first enter a room (1) with a circle of chairs around a "rug" made of paper placemats. Moving the rug aside, they discover a large loose tile, although they cannot lift it fully as it seems to be stuck on something. As this room is a dead end, they explore the other way.</div><div><br /></div><div>The next room (2) contains various paintings, all solid burgundy. Closer inspection reveals that whatever the paintings had previously contained had been crudely spray-painted over with the new color.</div><div><br /></div><div>Continuing, the players entered a room (3) with bookcases and store shelves, most containing records but some containing books. They find a key on a record player, and a secret room behind one of the shelves. The secret room contains the corpse of what appeared to be a fellow scavenger, and a desk. The scavenger had opened a trapped drawer on the desk, and been nicked by a spring-loaded, poisoned knife. The desk contained a few occult items, some cans of soda (which work like potions and haven't been used yet), an Experience Token, and a phone+answering machine containing a message:</div><div><br /></div><div>"Hey now, this is Count Zarovich. I'd just like to say, uh, I'm not here to save ya. I'm not gonna make you live forever. You uh, you said you were cursed, and what with all the uh human sacrifice and so on - I agree honey. But I don't wanna save you from it, no sir, I think it's better this way. Anyways, stop calling me, you're filling up my answering machine. Thanks baby."</div><div><br /></div><div>The players then went into the kitchen (4), where a mannequin dressed in an IHOP uniform was standing in front of the stove. The mannequin insisted that the players get out, as they had many orders to fill. The mannequin was clearly not cooking anything. Quickly, Sir Roland Byrne insisted that it should not chase out the health inspector, and so convinced the mannequin to let them investigate further (although it was confident they would find no health violations).</div><div><br /></div><div>The next room (5) was a storage room. Shelves were pushed to the side to make way for three mattresses, and in the corner the ghost of a young woman stood over a cardboard box filled with blankets. The woman insisted no-one approached the baby, "Walter", but otherwise mostly just cried. The party left her alone. They discovered the freezer (6) was locked by the key they found earlier, and opened it. Inside were two skeletons, evidently of the children from earlier, as well as some toys and a placemat.</div><div><br /></div><div>(Here, the "real" ghosts of the children would appear when the party approached the toys or the skeletons, with the previous apparitions being "fake" ghosts. This was taken directly from the module, and was overcomplicated, there really didn't need to be two sets of the same ghosts. Then I described the room assuming the party was looking in from the doorway, but they left because there didn't seem to be anything really interesting to interact with in the room - and there wasn't, really, until they interacted with something uninteresting. Basically I should have definitely had the ghosts appear sooner - right after describing the room perhaps - and possibly just removed the first encounter with the ghosts.)</div><div><br /></div><div>The party - having seemingly explored every room, goes back to that loose tile in room 1. El Mosco wedges a chair (or some other long object, but I think it was a chair) under the tile and then does a flip onto it, breaking open the trap door to the basement (secret room off of 12).</div><div><br /></div><div>Heading down the stairs, they find themselves on the other side of another shelf/secret door. <a href="https://drive.google.com/file/d/1db484V3MywoNYG-xpuvGc79evtQnTKc1/view?usp=sharing">Strange chanting</a> seemed to echo throughout this entire floor. Opening that reveals an alcove/shrine, an effigy wearing a glowing purple coat, rock albums placed at its feet, and currently being tended to by an emaciated, corpselike man in a tattered suit.<br /><br />The man - surprised by the party's entrance - scurries up a wall, into a dark spot between the many pipes covering the ceiling, then a voice echoes in everyone's head. "Approach the likeness of our Dark Master only in deference and submission!"</div><div><br /></div><div>After some examining of the room, Scrunky does not approach the likeness of their Dark Master with nearly enough deference or submission, and the man drops down from the ceiling wielding a amulet of dark magic that let him redirect injury, and a sharpened rib. After several members of the group took some fair injuries, George shot the man dead in cold blood, and his magic amulet was taken.</div><div><br /></div><div>With its defender out of the way Scrunky was free to take the glowing coat, which had no effects other than glowing but <i>did </i>have an experience token in the pocket.</div><div><br /></div><div> Exploring the other rooms, they found room 10 had stairs down. The chanting grew louder that way. Rooms 11 and 8 were simply pipe-filled hallways, with 8 containing a stairway up to a secret room (7) that could be accessed through the refrigerator in the kitchen (the party poked their head through and informed the mannequin that they were still inspecting healths). Room 9 had a table set for 9 to play Advanced Dungeons and Dragons 2nd Edition, as well as 8 costumes to match.</div><div><br /></div><div>The group then headed down a floor (13), to a room containing four objects sitting on cardboard boxes: a KISS tee, a Digimon virtual pet device, a laserdisc of Nightmare On Elm Street, and a left hand in a glass jar.</div><div><br /></div><div>Room 15's door was a padlocked gate so the group first went to 14, whose three alcoves each had a set of handcuffs hanging from a pipe. A skeleton in black robes sat beneath one set of handcuffs.</div><div><br /></div><div>With nothing left but room 15, Scrunky fashioned a lockpick out of gunk and scraps, then opened the door. However, they got a poor result on their roll to make the tool and chose, "Making the tool takes longer than expected or attracts unwanted attention," resulting in the chanting - very close now - stopping by the time they finished picking the lock.<br /></div><div><br /></div><div>Room 15 contained a red pentacle on the floor with a disemboweled raccoon in the center, a box covered in a white sheet (which was, upon removal of the sheet, revealed a hi-fi tape deck), and a large mound covered in multiple sheets.</div><div><br /></div><div>When the party crossed the pentacle to approach the large mound, seven ghosts wearing blood-red robes appeared, beginning to chant but quickly noticing Scrunky in their purple glowing coat. The Ghosts were excited that the Dark Lord Count Zarovich had finally appeared to them, and offered to show their visitors Lorghoth the Consuming.</div><div><br /></div><div>The ghosts awoke Lorghoth the Consuming - a <a href="https://drive.google.com/file/d/19Ggoc8lUpkS5mvuyQAHJ3nLoGrsS7t08/view?usp=sharing">chattering</a> mound constructed of hundreds of glued and stitched together Furbies, who didn't care that Scrunky was dressed like the Dark Lord and preferred to focus on the torch that El Mosco immediately threw at it. The ghosts vanished at the start of this conflict.</div><div><br /></div><div>The fight went fairly quick, with the group getting a solid head start on Lorghoth and dealing a good amount of damage to it. I could have made Lorgoth more threatening.</div><div><br /></div><div>With Lorgoth's last chirp, the House was now nearly silent. They went to leave the room - after taking two Experience Tokens in the racoon's entrails - only to find that several of the doorways now had swinging ghostly axes threatening passage through them. This last risk wasn't too bad, with Sir Roland Byrne sliding under each axe with style and panache, and everyone else managing.</div><div><br /></div><div>Making it back to the beginning, they found that the front door now opened into a strange room made of stacked tables, with a nearby Level Up vending machine where they could cash in their Experience Tokens, and the session ended.</div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-69491923355011657022023-05-06T00:40:00.005-07:002023-05-06T01:14:20.887-07:00The Wizard of Light HouseSo <a href="https://pilgrimtemple.blogspot.com/" target="_blank">theisticGilthoniel</a> (the author of Homestuck) impressed me (in the British sense) into making a Wizard School. He then handed me the wizard school I was to make, completely finished. I am thus bound by a will not my own to deliver unto you, dear reader, my completely original work. It's based, but it's also based off some movie about a "light house", whatever that is.<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEixmVQjLVXGdje6sDkOVg30in5IwAdqpM-Y5cg0ihrCh6Ym28g-tz6oEWW_j8foG0oFu4Ha_KG4gN-_eOT0BAqkPbSb1CdFNrZGD2yXnoPYaicnZinI9WDZrM9c5jU0xlzGujvna1IxrafrKMyM8sf5NdM7L8PP6yW3NRrHOClTdigpmP8N1eRpEvWIMA" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="762" data-original-width="515" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEixmVQjLVXGdje6sDkOVg30in5IwAdqpM-Y5cg0ihrCh6Ym28g-tz6oEWW_j8foG0oFu4Ha_KG4gN-_eOT0BAqkPbSb1CdFNrZGD2yXnoPYaicnZinI9WDZrM9c5jU0xlzGujvna1IxrafrKMyM8sf5NdM7L8PP6yW3NRrHOClTdigpmP8N1eRpEvWIMA=w270-h400" width="270" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">"What do you get when you cross an electrically charged loner with a bear from the darkest jungles of Peru"<br />"You get what you heckin' deserve"<br />Coming 2019</td></tr></tbody></table><br /><span><a name='more'></a><div>The fact that the world doesn't care where cities or shipping paths are when placing reefs and rocks and islands means that the lighthouse keeper is a job frequently synonymous with isolation. Some keepers take to that isolation poorly. Some keepers take to that isolation far too well. After many nights spent hiding from the winds that churn like Charybdis and the rain that pierces down like Scylla, you have found solace from Neptune's fury. You found solace... and understanding. The light you guard is more than a light. It is direction cutting through chaos. Sanity cutting through the depths of madness. Harsh, unyielding life cutting through everything it meets.</div><div><br /></div><div>Your time as a keeper has come and passed. You have left the house behind, but secretly you took a piece of the light with you. Those who haven't learned the truth about the light, they don't understand what you have. They hardly understand what you do. But that light, that tiny piece of <i>control</i> over the chaos, is what makes you a</div><h1 style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhUrYyiQJCJhNaqPwVMhjreiv_K9Sn_PcgVzLnkR_zWG1uYbGNEqjYUS4ZrYSCGE4R99BKJ0JnmGhsuvcOLVegI_s0MaZim5KJTgxo0DgTMuy_jpJXHBpmmiwzMyRMM9MwqfOh-tYQuRZBTxk77fd7FiPKdZJGMsqRrxkCTbXDvO7MNSFaPafqzp3h23Q" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="88" data-original-width="1021" height="35" src="https://blogger.googleusercontent.com/img/a/AVvXsEhUrYyiQJCJhNaqPwVMhjreiv_K9Sn_PcgVzLnkR_zWG1uYbGNEqjYUS4ZrYSCGE4R99BKJ0JnmGhsuvcOLVegI_s0MaZim5KJTgxo0DgTMuy_jpJXHBpmmiwzMyRMM9MwqfOh-tYQuRZBTxk77fd7FiPKdZJGMsqRrxkCTbXDvO7MNSFaPafqzp3h23Q=w400-h35" width="400" /></a></div></h1><div>You start with a light. You carry it somewhere inside you, but sometimes you have to take it out to reignite it. Without this light, you cannot cast spells.</div><div><br /></div><div>Perk: You can stare into bright lights indefinitely with no damage. You cannot die from exposure while you are lost: The Sea will spit you onto the land rather than drowning you, the Snow will leave you frostbitten but alive until found, etc.</div><div><br /></div><div>Drawback: You regain your MD through a gross, socially unacceptable, and even horrifying trance while looking at a bright light. You are terribly abrasive to everyone.</div><div><br /></div><div>Cantrips:</div><div>1. You can convince another creature of suitable stress that time has passed without their noticing, or that they have fabricated a long period of time in place of a short one.</div><div>2. You can remove stains and colors from an object by running your hands over it, or add stains of a horrible black substance</div><div>3. You may compel a creature to drink with you to the point of drunkenness. They may save (MIND check DC 14) if unwilling</div><div><br /></div><div>Spell List:</div><div><br /></div><div>1. Mesmerize</div><div>R: 5' T: a Creature D: [sum] minutes</div><div>You and the target become enraptured in conversation for the duration. It drunkenly vacillates between friendly and nearly violently argumentative. You both discuss minor observations with intense emotion, as if a stick on the ground were your best source of entertainment in weeks. If something shakes or harms either person, that person may save (MIND check DC 13+[dice]) to break from the effect. Both you and the target must break from the effect separately.</div><div><br /></div><div>2. Summon Pest of Fortunes</div><div>R: Sight T: point D: [dice] days</div><div>You summon [sum] pests of a type normally seen in the area. They do not attack, but do minor mischief, nothing beyond the reach of animal intelligence or stupidity. If anyone besides you kills one of these animals, you will be refunded the MD expended to cast this spell. People who see them know killing them as bad luck. They do not obey you.</div><div><br /></div><div>3. Protean Providence</div><div>R: 30' T: [dice] creatures D: [sum] days</div><div>Targets do not suffer the physical effects of dehydration, starvation, etc. Instead, they suffer conviction or sanity damage (or whatever system you might use) in proportion to the physical strain they ought to be facing.</div><div><br /></div><div>4. Spoil</div><div>R: Touch T: [sum] days rations or equivalent perishable goods D: instantaneous</div><div>Targets spoil and become unusable. This spoiling may affect other goods if left in proximity.</div><div><br /></div><div>5. Light</div><div>R: touch T: object or creature D: [dice]x2 hours</div><div>Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. (from coins and scrolls)</div><div><br /></div><div>6. Charm Person</div><div>R: 50' T: person D: [dice] hours</div><div>The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent. (from coins and scrolls)</div><div><br /></div><div>7. Alluring Totem</div><div>R: Touch T: Specially Made Totem D: Permanent</div><div>The next person who touches the totem is filled with profound attachment to it, and its motif becomes enmeshed in the subject's psyche and personal mythology. Another person taking possession of the totem transfers this effect slowly to the new possessor. [Dice]: 1. Sentimental attachment, benign effects 2. Possessive attachment, Considerable effects 3. Obsessive attachment, Pathological effects 4. More than Life, Permanent even when it has changed hands</div><div><br /></div><div>8. Horror Form</div><div>R: 10' T: Creature D: [Highest] Rounds</div><div>The target perceives you to be an impossible monster. With 2 or more dice, you affect not only fear, but horrible attraction. With 3, you affect also guilt. With 4, you affect also religious awe.</div><div><br /></div><div>9. Nightmare</div><div>R: Sight T: Creature D: Until broken</div><div>You summon forth the being which plagues the mind of the target. Not always hostile, always distressing. Every time the target survives an encounter with the being, it may make a save (MIND check DC 13+[dice]) to end the effect. The nature of the conjuration is determined by the number of dice spent: 1. only in a dream and coincidences 2. Hallucinations in the waking world 3. Can affect physically, but only when not seen by others 4. True manifestation</div><div><br /></div><div>10. Thunder Crash</div><div>R: Sight T: Creature, object, or structure D: Instantaneous</div><div>Deals target 2*[Sum] damage through wind, lightning, or the effects of either on other phenomena. Can only be cast in a storm, everyone checks morale.</div><div><br /></div><div>11. Storm</div><div>R: [dice] miles T: Self D: [Sum] Days</div><div>Summons a terrible storm which will not permit travel and hinders all work and all other such consequences</div><div><br /></div><div>12. Doom</div><div>R: Hearing T: Creature D: Special</div><div>Target you truly hate, who acts against you, dies within the week unless they relent of their actions against you. Your pronouncement of this doom must be roleplayed, and must be suitably dramatic. You must spend 3 Dice to cast this spell.</div><div><br /></div><div>Mishaps:</div><div><br /></div><div>1. MD only return to your pool on a 1-2 for 24 hours</div><div>2. Take 1d6 damage</div><div>3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.</div><div>4. Blind for 1d6 rounds</div><div>5. Deafened for 1d6 rounds</div><div>6. Slowly strobe a bright white light for 1d6 hours</div><div><br /></div><div>Dooms:</div><div>Every time you roll a Doom, your light nearly goes out. You cannot cast spells until you place it in a greater light, such as a large bonfire. Additionally, someone who has seen you - even merely passing on the street - has learned the truth of the light, and is obsessively coming for yours. They gain a level in Lighthouse Wizard (if they don't already have it) but have no light.</div><div><br /></div><div>Each time you cast a spell, roll an additional number of dice equal to the number of Lighthouse Wizards that are trying to steal your light. These dice are only used to determine Mishaps and Dooms, and don't add to the effect of the spell.</div></span>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-58650162034846901372022-12-26T17:54:00.012-08:002023-07-31T19:57:09.758-07:00Secreter Santicor(e|n) 2022: d666 unexpected things to find in a corpse's pocket<p>so someone requested d50 unexpected things to find in a corpses pocket for secret santicor(e|n) and i didnt get that prompt but i felt like doing it anyways. heres a d666 table</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgtMKQUeSujZnc0rbyHpgrZ47eRiu8oOqxXvgFpNtB0KuPfGtvTdO3T1uxu2kJRKuwiufOE4jMZs36txSf_VKkBCO2dhL9sfo7yq3HDacDvmoSNFT6nfP0OFzsqqL02F2pL2DzscqsGlwPvXlMKO6_58vTviYJCCpgVohi7hLCPgySPkMW6AF-lIinwrQ" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1280" data-original-width="1280" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgtMKQUeSujZnc0rbyHpgrZ47eRiu8oOqxXvgFpNtB0KuPfGtvTdO3T1uxu2kJRKuwiufOE4jMZs36txSf_VKkBCO2dhL9sfo7yq3HDacDvmoSNFT6nfP0OFzsqqL02F2pL2DzscqsGlwPvXlMKO6_58vTviYJCCpgVohi7hLCPgySPkMW6AF-lIinwrQ=w320-h320" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">it might not actually be a d666 table whoops<br /></td></tr></tbody></table><span></span><p></p><a name='more'></a><div class="separator" style="clear: both; text-align: left;"><br /></div><p></p>
<input onclick="randitem()" type="button" value="whats in this jabronis pocket" />
<p id="item">you find this list printed out</p>
<p>THE FULL LIST:</p>
<div id="list"></div>
<script type="text/javascript">
var all_items = [
'this list printed out',
'a folded up sheet of paper with an eye insignia over the words "we know"',
'a friendly talking rat',
'a flip phone but the background is a discretely taken photograph of you',
'the gun that shot abraham lincoln (or so it claims) it is absolutely mortified by the actions that its previous users have taken',
'sunglasses that make you see everyone as lizard people',
'a demo tape for the best song youve ever heard by a band no one knows',
'the yu-gi-oh card zone eater',
'about $500 of obvious counterfeit bills in a variety of currencies',
'a marble contianing the sealed divinity of the god of marbles which promises great boons if you can return it to its owner',
'a ring that summons a wish-granting spirit that already granted the corpse all three of its wishes and is very annoyed at you bothering them',
'two tickets to paradise (one ticket has a hole punch in it)',
'a small box wtih a button when you push the button it plays a sample of the line "guard this with your life dude" from a goofy movie',
'a receipt for an expensive necklace with a doodle of a really cool frog on the back of the reciept',
'a wooden model of a really cool frog',
'a really cool frog',
'a single very large molar',
'a note reading "GUR SNPG GUNG ONGZNA FBZRGVZRF UNF N PERRQ NTNVAFG THAF NAQ XVYYVAT QBRF ABG VAINYVQNGR BE YRFFRA FGBEVRF HFVAT N IREFVBA BS GUR PUNENPGRE GUNG HFRF THAF BE YRGUNY SBEPR V PNAG ORYVRIR GUVF VF N CBVAG BS PBAGRAGVBA"',
'a perfectly accurate 1:130 scale model of a ford model t',
'a very broken raw egg',
'a handful of pennies minted in heaven',
'perhaps the most uncool frog possible',
'a booklet on folded a6 paper containing an essay explaining why han solo should always have shot second but it keeps referring to han solo as captain kirk',
'a speak and spell with the form factor of a slider phone',
'a "to kill" list with several names crossed off and your name up next',
'a folded up sheet of paper with a question mark insignia over the words "we dunno"',
'a korg miku stomp',
'a virtual pet device where the virtual pet is demon prince thar the gambler but its the actual thar the gambler he lost a gamble and is trapped in the device',
'a note reading "YRNIR GUR XRL VA GUR GUVEQ OBK QBJA BS GUR EVTUGZBFG PNOVARG"',
'sheet music for a single movement of the worst string quartet youve ever heard',
'a tiny but otherwise excruciatingly boring human',
'a tiny really b*dass but also slightly squished and very dead human',
'an image that has gone through heavy jpeg compression being printed on the worst printer and a bit of water damage but seems to be the text "when [something indecipherable] bottom text" over an image of kronk sneaking around from the beginning of the emperors new groove',
'a gba cartridge containing a very high quality demake of assassins creed syndicate',
'a casio vl-1',
'a pocket bible but all the pages have been replaced with video game cheat codes',
'a bar of really bad smelling soap',
'a big mac',
'an official letter disowning the corpse from the most pompous family in the land',
'a harmonica that sounds like a trumpet',
'a love letter from one of your parents',
'a fortune cookie paper that says "ultimate mastering comes not from the body but from the mind" and the lucky numbers on the back are todays date',
'a list of scribbled down unfinished rhymes like "once we start we never STOP/the" and "bang a drum LETS RAISE SOME NOISE/who it is ITS THE BEA"',
'the actual original letter b',
'unbottled maple syrup',
'the business card of a secret magic guitar store located in the sewers',
'a flask full of gatorade',
'a flask full of potion of not dying for the next 30 seconds',
'a flask full of genie that blows a r*spberry and calls you a bitch before vanishing in a puff of smoke if you open it',
'a fortune cookie paper that says "kick with your fists and punch with your feet" and the lucky numbers on the back are tomorrows date',
'a big mic from a knockoff mcdonalds',
'a poppet thats got the same injuries as the corpse',
'a poppet that always has the same injuries as you when you look at it',
'a pocketwatch that wont open because its just a single solid piece of metal around some clockwork',
'a game boy advance with a cartridge containing a heavily compressed seven samurai on game boy video',
'a poorly handled magic 30th anniversary black lotus',
'a solid pyrite coin',
'a cyst',
'a small box wtih a button when you push the button it plays a sample of wario saying "oh my god" from mario party',
'the grandfather clock from an antique dollhouse',
'the yu-gi-oh card little d',
'a hot dog with $50 hidden inside',
'a statuette of amethyst from steven universe carved from grossular',
'a folded up ebenezer scrooge looking nightcap',
'a skyline chili 3-way in a plastic bag',
'a folded up floppy disk containing prince of persia for dos',
'a tiny otamatone',
'a candy bar with your name on the wrapper',
'a perfect sphere',
'an indestructible antimagic tactical wallet',
'a pen audio recorder containing 7 hours of someone going BLUBLUBLUBLUBLUBLUBLUBLUBLUH',
'a tactical flashlight that makes things darker',
'a rolled up original print of amazing fantasy #15 but all the interior pages are covered in playboy magazine articles',
'a lead miniature of an ape wearing a cowboy hat and brandishing a revolver',
'a wrapped bar of very old chocolate',
'a pokeball containing a level 100 magikarp that only knows splash',
'a joker from a deck of cards but the art is of a king',
'a wand that turns into a bunch of flowers when you wave it but doesnt turn back',
'a single slice of pepperoni',
'a fake thumb',
'some blue goo',
'several steel needles',
'a pitch black roll of sufferin sad boi flavored hubba bubba bubble tape',
'a supreme sticker but instead of supreme it says mediocre',
'a marble containing a tiny model of a house',
'a jellyfish',
'a joint full of oregano',
'an engagement ring in a case',
'a handful of stickers for the band voluntary hazing',
'a tiny robot toy with a real ai inside but there arent any motors just a camera and speakers',
'the corpse but in miniature',
'a travel size bottle of "tabasco hot sus"',
'a button that makes an 808 cowbell sound when you press it',
'an unwrapped croquette coated in tonkatsu sauce',
'a printed list of "d666 unexpected things to find in a corpses pocket" but every entry is your name',
'a small bag of rice labeled "vampire distractor 8000"',
'a fake tongue you can wear over your real tongue',
'a demo recording of limp bizkets cover of behind blue eyes on tape',
'a copy of half life: alyx for the nintendo virtual boy',
'1/4 of an otherwise pristine authentic black lotus',
'a note reading "GUVF VF FREVBHF QBAG HFR GUR QEBCBSS GB GEL GB CENAX CRBCYR VS V QRPBQR BAR ZBER ZRFFNTR JVGU GUR ANIL FRNY PBCLCNFGN VZ CHGGVAT BHG N XVYY BEQRE JVGU LBHE ANZR"',
'a flier advertising courses on how to fake your own death',
'a portable emulation machine containing only roms of doom on just about every console you could think of including the magnavox odyssey',
'a ball of teal energy that claims to be the soul of a humble tailor that was ripped from its body by an evil witch',
'a paper with the corpses stats and abilities from when it was alive',
'1d6 perfectly generic objects like in the hit web serial homestuck except like pocket sized',
'2d4 build grist like in the hit web serial homestuck but since theyre gaming abstractions they dont actually fit in the pocket you just interact with the corpse and 2d4 build grist are added to your cache',
'an uninflated balloon with your face printed on it',
'a d6 that is numbered like a normal die when inspected but comes up 7 whenever you roll it',
'a d6 where every side is a 7 when inspected but gives results like a normal die whenever you roll it',
'an embroidered patch that says "hell satan" and "bbb" around a star of david',
'a kazoo that sounds like a harmonica',
'a printed out hulk hogan tweet where the text says "me and all my friends at the 10pm ninga turtle movie brother hh" and the picture is hulk hogan in an empty theater'
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</script>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-9637423449929798532022-12-26T14:57:00.002-08:002022-12-26T22:46:58.363-08:00Secret Santicor(e|n) 2022: d12 Spirits of the Deep Sea<br />So it's December, and that means it's time for Secret Santicor(e|n)! Basically everyone submits prompts, it gets shuffled around, and you write a blog post for whatever prompt you get. Here's a post for Loch at <a href="https://nothicseye.blogspot.com" target="_blank">Nothic's Eye</a>!<div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg9P9sDQJbKazPD7zNA_Ra7Im_cZ81nG-VwZa9yK_moaEcFymR08gzzWkjJfWMs7TqDRWejeyUJ4S4EkK6uxJTEsLgeeSeffylGyW6m53WGnJUn7m5hkpreUhtii1OiF899zO_Y1EMjm1bkteut7qJMsZ758gaF_Gsj9nweTjVIYquPgBKttydSfq2LKQ" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1280" data-original-width="1280" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEg9P9sDQJbKazPD7zNA_Ra7Im_cZ81nG-VwZa9yK_moaEcFymR08gzzWkjJfWMs7TqDRWejeyUJ4S4EkK6uxJTEsLgeeSeffylGyW6m53WGnJUn7m5hkpreUhtii1OiF899zO_Y1EMjm1bkteut7qJMsZ758gaF_Gsj9nweTjVIYquPgBKttydSfq2LKQ=w320-h320" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A fishy fishy fish for my dishy dishy dish.</td></tr></tbody></table></div><span><a name='more'></a></span><div style="text-align: left;">As a quick explanation, the spells on each spirit are the spells a Summoner (as in YAGH) can cast if they make that spirit their familiar. [SP] is how many Soul Points you invested into casting the spell.</div><h2 style="text-align: left;">d12 Spirits of the Deep Sea</h2><div><ol style="text-align: left;"><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Sardoz Who Is Many: Takes the form of countless small grey spheres. Has dominion over currents. Finds joy in disorienting those who think themselves in control. May assist in a quest to disrupt someone sufficiently self-assured. Spells: Create a hurricane or whirlpool affecting an area [SP]x10 feet in diameter, electrically shock something for [SP]d6 damage.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Bivali: Takes the form of a single mussel among hundreds on a vanishing island. It filters knowledge from the ocean waves, gathering lore from the seas. Will trade its knowledge for information that has yet to reach the waters of the world. Spells: Know the current location of something within [SP]x200 miles, ask someone within [SP]x200 miles a question and hear their answer.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Carcer: Takes the form of a massive hermit crab crawling the dark paths between oceans. Its decapod servants tend to prisoners it keeps in the sunken ship it carries. Whether someone warrants imprisonment is determined by strict adherence to a code it claims not to have created (although none know where else it could have come from). Negotiation for early release is unlikely, but it will allow visitation in certain conditions. Spells: Immobilize someone’s feet for [SP] turns, bind someone’s arms for [SP] turns.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Benoit: Takes the form of an octopus-like cephalopod with (usually) between 6 and 30 arms depending on its mood. Helps those who have been washed out to sea. Has learned many skills from those grateful, and may be willing to teach one skill in exchange for another. Spells: Heal someone [SP]d6 HP, repair a [SP]-foot cube of damaged objects.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Nemat: Takes the form of a roundworm roughly an eighth the size of the thing it is trying to eat. Single-mindedly searches for whatever it currently has a craving for, then devours it. It mostly craves corpses and ocean flora, but some have created curses to make their target enticing to Nemat. Spells: Nemat cannot be reasoned with, and will not make a pact with anyone.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Medusa: Takes the form of a giant glowing sea jelly. It and its court of smaller jellies emit an aura of nonviolence, enforcing a sort of peace within its realm - wherever its realm has happened to float. Any within Medusa's domain which seek to harm another will find themselves fighting paralytic toxins. Devouring prey for survival, it seems, is not considered by Medusa to be violence and is not affected by this aura. Fighting back against a man-eating monster, on the other hand, is extremely difficult in Medusa's domain. Spells: Give someone a penalty of [SP] to all checks requiring use of their body for one minute, prevent all nearby attacks for [SP] turns.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Scylla: Takes the form of an extraordinarily long, dark-red hagfish. Those who greet it with respect and deference are blessed with safe passage on their travels. Those who treat it rudely may find themselves vomiting blood and phlegm. Spells: Reroll a random encounter up to [SP] times, make someone vomit up [SP] HP worth of blood and phlegm and force them to pass a MOVE check TN 11+[SP] before they can walk.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Hecate: Takes the form of a bright purple sea pig the size of a cow. Can see and speak to those remembered by the people it meets. It will gladly allow these “ghosts” to speak through it, but will not freely offer that the ghosts are merely reconstructions from these memories. Spells: Learn the [SP] most prominent people in someone’s memories, ask a person in someone's memory a question.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Otohime: Takes the form of a young sea turtle made of pearl. Generally kind, but a bit pretentious and not very self-aware. Longs for companionship and will offer eternal life to those who would stay with it. Stores the years of its companions in its shell, and will age anyone who offends it. Spells: Age someone [SP]d4 years, freeze time for one object for [SP]d4 minutes.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Orochi: Takes the form of a black and red sea anemone. Wants to eat foreign plants, animals, and other food - and drink, if possible. Will attempt to trick, threaten, or coerce in order to obtain this. Spells: Pull [SP] people 30 feet closer to you, deal [SP]d10 damage to everything close to you.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Echidna: Takes the form of a 7-armed, rainbow-colored sea star. Whenever Echidna is injured, ravenous monsters spring up from the wounds (which then instantly heal over, as is normal for spirits). Echidna is constantly moving from hiding spot to hiding spot, in a desire to avoid creating more misery. Spells: Summon [SP]d4 HD worth of friendly monsters which disappear at midnight, destroy [SP]d10 HD worth of monsters created from Echidna.</span></span></p></li><li aria-level="1" style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; list-style-type: decimal; vertical-align: baseline; white-space: pre;"><p role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Khepri: Takes the form of a brilliantly glowing mola. Judges those dying, and grants those it finds particularly righteous a second chance at life. Will only join someone on a selfless quest. Spells: Return someone who has just died to life (costs SP equal to 1 + the number of times you've cast this spell on them), blind everyone nearby with bright light for [SP] minutes.</span></span></p></li></ol></div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-56778836005666814282022-10-23T12:57:00.003-07:002022-11-02T12:54:48.847-07:002000 AD: A Very Char2terie Halloween<p>So I made a thing for a thing, but now I'm posting that thing so other people can access it!</p><p>It starts with <a href="https://drive.google.com/file/d/1FHu0S---cvVl994vy_2FIbMzW5sLlQkC/view?usp=sharing" target="_blank">CLICK HERE FOR THE PDF.</a></p><p>But also here's the slightly less cool looking version, in blogpost form.</p><span><a name='more'></a></span><h1 style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiLWiYfdaovtvc8xuQ_CDDqwXXTfbhMnyzAPmS1NSWxlMLdiUfgR869caqau_jNfJ32pr3pjkC-iHXi1CqIGhsvinMXUUjFjerSLzn32afbMG0ZPXT7Viqn6YaozJ_AZJML99pyea545LvB1iVPtwR3f36eJRbew_Fn3kRoUZGBlpOrEMGVfZQTOY-N4Q" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="83" data-original-width="343" height="96" src="https://blogger.googleusercontent.com/img/a/AVvXsEiLWiYfdaovtvc8xuQ_CDDqwXXTfbhMnyzAPmS1NSWxlMLdiUfgR869caqau_jNfJ32pr3pjkC-iHXi1CqIGhsvinMXUUjFjerSLzn32afbMG0ZPXT7Viqn6YaozJ_AZJML99pyea545LvB1iVPtwR3f36eJRbew_Fn3kRoUZGBlpOrEMGVfZQTOY-N4Q=w400-h96" width="400" /></a></div></h1><h1 style="text-align: left;">IDENTITY THIEVES</h1><p>can copy someone perfectly - except for their voice. It takes them a week to apply a new form, but once they do their stats and abilities are identical to the person they’ve copied.</p><p><br /></p><h1 style="text-align: left;">ENERGIZERS</h1><p>are constantly moving rabbits (Move and Dexterity stats 6 greater than standard, all other stats are low) that can provide (small amounts of) endless electric energy. Very valuable.</p><p><br /></p><h1 style="text-align: left;">SOMETIMES</h1><p>a dude just does a no comply over your head and you just have to deal with the fact that you'll never be as cool as them.</p><p><br /></p><h1 style="text-align: left;">BABY BOTTLE POPS</h1><p>have a lollipop cap which, if dipped into the powder reservoir and licked, turns you into a child for 1 minute. Your equipment changes to fit. Usage Die 1d10.</p><p><br /></p><h1 style="text-align: left;">AIRHEADS</h1><p>can be chewed to obtain the ability to fly for 1 minute, at 10 times your normal movement speed. Steering in tight places requires a check.</p><p><br /></p><h1 style="text-align: left;">A SHAMWOW</h1><p>is a small orange towel. Absorbs 10 cubic feet of fluid/day.</p><p><br /></p><h1 style="text-align: left;">ROBOTIC BABIES</h1><p>- but not cute ones. 4 HD, Armor as Unarmored-2. Can levitate one object at a time (creatures save/make a Wisdom check to avoid). Can shoot lightning once per turn (ranged attack, deals 1d10 damage). Only wants to protect it's PlayStation 3 (very valuable but has no games) but will react first with levitating people away, then with violence if provoked. Make their lairs in caves or abandoned basements.</p><p><br /></p><h1 style="text-align: left;">A MAN</h1><p>wanders the country. The party will hear him before they see him, as he shouts from the horizon, “CAN YOU HEAR ME NOW?” once per combat round. They can hear him clearly. If they approach, he keeps yelling just as loudly. If they get close (within 100 feet), they begin taking 1 point of psychic damage every time he yells, unless they have hearing protection or are deaf. He carries nothing besides normal clothes and a cell phone, which he is yelling into. He will not react to the players unless they take his cell phone. If they do, he will continue yelling (now directed at them and dealing 1d4 damage each round). The cell phone allows the user to initiate a two-way conversation with anyone from anywhere for up to one hour, once a month.</p><p><span style="white-space: pre;"> </span></p><h1 style="text-align: left;">BILLY MAYS</h1><p>is a powerful mage who (while he knows a handful of others) has perfected one spell: Clean. He can clean nearly anything: washing dirt off the physical plane, thoughts off the psychic plane, or concepts from the higher abstract. He is looking for an apprentice and will react very negatively to rudeness, but otherwise has become apathetic towards the world and weary of his power.</p><p>He is a level 9 wizard with 6 Magic Dice. He has the cantrip, "Remove filth and grime in a 5 foot cube by blinking". Spend and roll 1 MD to remove a specific thought or memory, 3 MD to remove a describable aspect from something (each returning on a 1-3 as usual).</p><p><br /></p><h1 style="text-align: left;">CAVEMEN</h1><p>are just some dudes that are very sassy about the stereotypes. You know which stereotypes.</p><p><br /></p><h1 style="text-align: left;">CAPRI SUNS</h1><p>can be disrespected. Damaging the pouch deals 1d20 damage to anything nearby, as well as the person who detonates it.</p><p><br /></p><h1 style="text-align: left;">COPYCATS</h1><p>are like Identity Thieves, only they suck at their jobs. They go for too high-profile targets and take too many creative liberties. Drink Diet Dr. Pepper religiously. Stat as who or whatever they're copying... But with one fewer level/hit die. They also lack an important ability or two of the original.</p><p><br /></p><h1 style="text-align: left;">IF YOU SHOUT</h1><p>"IT'S MY MONEY AND I NEED IT NOW" out of your window you can make a deal with the Powerful and Terrible Demon of Wentworth to settle all your mortal debts, but the true cost is often too high to bear. Roll 1d6 for cost:</p><p>1. Firstborn child - Free space!</p><p>2. Non-dominant arm (If you only have one arm, you lose that arm)</p><p>3. You must assassinate a public figure</p><p>4. You owe The Demon a week. You can pay him back by ceasing to exist for 1d20 hours at a time, once per day. If you don’t pay this back in a month, you die.</p><p>5. You must assassinate a specific public figure of The Demon’s choice</p><p>6. Die in 7 days</p><p><br /></p><h1 style="text-align: left;">THE SIX FLAGS BUS</h1><p>pulls up and plays We Like To Party by Vengaboys on loop (make sure to actually play the song so long as the bus is there and operational). Contains 1d4 “old men” who dance and ask people to follow them to the wondrous land of Six Flags. If they are refused, they may get frustrated and attempt to force their targets onto the bus using their dance-based martial arts. (each “old man” fights as a level 3 Unarmed Martial Arts class of your choice). No one returns from Six Flags.</p><p><br /></p><h1 style="text-align: left;">THE KING</h1><p>cannot die. Many have tried. He shows up across history, watching, and occasionally providing just enough aid to tip the scales one way or another. Also he too can do no complies over your head and again, you just have to deal with it. The King has no stats. He can easily perform any task possible for a classless human (except speak). Weapons find him more impenetrable than stone. If he is trapped, he will escape eventually (leaving no trace of how). If he encounters the party he may silently offer them a burger. Let them know that such a figure has appeared across history granting power, but his offerings always come with a price. Whoever eats the burger gains the power to steal the most iconic ability of any creature by eating at least a quarter pound of its meat. If they accept the burger charge them $5 to $6. If you feel more serious, instead have the King appear later and psychically communicate with the eater of the burger a (possibly morally dubious, certainly difficult) quest. If they fail or refuse the quest, they lose the power of the burger, all abilities gained by it, and 1 point of Constitution (and HP if Constitution isn’t tied to HP) for each ability lost. This will not lower Constitution nor HP below 1.</p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-57505094598456192982022-03-30T00:48:00.004-07:002023-02-13T15:14:15.670-08:00Class: Scrapmaster<p> So this class makes stuff.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3JgSKxbLHMx48h7mXUzCw5dxneIV_tVtNLVi1uKL2gISqxbBNakZdzASvbZOPP23VPN2QNg_T-vmHlqEtcbCTd1BSi-UUSc67QUzI1w6mqotBBYNPxhiaGz-XUKq9aHlHWPHbhtsbLcbddZfQ0ILjXoCcUXofxWOIAPd1UucXKmFjOhSqE2Qq8lPR6g/s1296/scrapmaster.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1296" data-original-width="1024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3JgSKxbLHMx48h7mXUzCw5dxneIV_tVtNLVi1uKL2gISqxbBNakZdzASvbZOPP23VPN2QNg_T-vmHlqEtcbCTd1BSi-UUSc67QUzI1w6mqotBBYNPxhiaGz-XUKq9aHlHWPHbhtsbLcbddZfQ0ILjXoCcUXofxWOIAPd1UucXKmFjOhSqE2Qq8lPR6g/w316-h400/scrapmaster.png" width="316" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">There's no response, it's just trash.</td></tr></tbody></table><span><a name='more'></a></span><h1 style="text-align: left;">Class: Scrapmaster</h1><div><i>You're the lord of scrap. What some call useless, you see the true potential in.<br /><br /></i></div><div>You start with 3 Scrap and an expanded backpack (+2 ITEM SLOTS).</div><div><br /></div><div><b>Backgrounds</b></div><div><b>1-2:</b> Stoner - Start with a pipe (1d6 damage) and a hoodie.</div><div><b>3-4: </b>Biker - Start with a wrench (1d6 damage) and a leather jacket.</div><div><b>5-6: </b>Racoon Person - Start with claws (1d6 damage) and filthy clothes.</div><div><b><br /></b></div><div><b>ABILITIES</b></div><div><b>1: Scrap, MacGyver, +1 ITEM SLOTS</b></div><div><b>2: A Knack For Mischief, +1 ITEM SLOTS</b></div><div><b>3: A Nose For Garbage, +1 ITEM SLOTS</b></div><div><b>4: A Tendency For Danger, +1 ITEM SLOTS</b></div><div><b><br /></b></div><div><b>Scrap</b></div><div>You can collect Scrap. Each Scrap takes up one item slot. When you spend an hour searching, gain 1 Scrap.</div><div><br /></div><div><b>MacGyver</b></div><div>You can attempt to make a tool that will break after one use, using debris and Scrap. Making it will consume one Scrap. Make a CHECK using your Scrapmaster LEVEL. If the result is less than 15, choose one of the following options. If the result is less than 10, instead take both: </div><div><ul style="text-align: left;"><li>Making the tool consumes an extra Scrap.</li><li>Making the tool takes longer than expected or attracts unwanted attention.</li></ul><div>If you would consume Scrap to make a tool but have none available, you fail to make the tool.</div></div><div><br /></div><div>Whatever you make out of Scrap takes up as many item slots as the Scrap used to make it.</div><div><br /></div><div><b>A Knack For Mischief</b></div><div>You can - instead of making a tool - attempt to make a single use trap. Making it will consume two Scrap, and you must roll the same CHECK as when making a tool. If you would consume Scrap to make a trap but have none available, you fail to make the trap.</div><div><br /></div><div><b>A Nose For Garbage</b></div><div>When you spend an hour searching for Scrap, instead gain 1d4 scrap.</div><div><br /></div><div><b>A Tendency for Danger</b></div><div>You can - instead of making a tool - attempt to make a weapon that will break after one successful attack and deal 20 damage. Making it will consume three Scrap, and you must roll the same CHECK as when making a tool. If you would consume Scrap to make a weapon but have none available, you fail to make the weapon.</div>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0tag:blogger.com,1999:blog-2942840171876066560.post-49059225836240821132022-03-22T16:26:00.001-07:002022-03-22T16:26:43.600-07:00GLOG Class: Roller Knight<p>So this is a class that is inspired by a sport that I don't know anything about.</p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwo1KVPP7_HXRnW5oHqPNnxZsqkqXp5bwsiFstbjVG6Irfr7TUOsDzoa-lsAXhi0V2nVOp8nNc7EkD8auSwhyDvxjh0p2ZFB8RET2qZ1IP4yId85o8KQu7KrNr8CZlKyswkmZ5cDUdK0W-viDDXXiFBL3q_a57KQGeuFFImGzZalkWUQZsAvd6SjEyWQ/s1080/roller%20skates.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="970" data-original-width="1080" height="287" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwo1KVPP7_HXRnW5oHqPNnxZsqkqXp5bwsiFstbjVG6Irfr7TUOsDzoa-lsAXhi0V2nVOp8nNc7EkD8auSwhyDvxjh0p2ZFB8RET2qZ1IP4yId85o8KQu7KrNr8CZlKyswkmZ5cDUdK0W-viDDXXiFBL3q_a57KQGeuFFImGzZalkWUQZsAvd6SjEyWQ/s320/roller%20skates.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">You use these instead of shoes.</td></tr></tbody></table><p></p><span><a name='more'></a></span><p><br /></p><h1 style="text-align: left;">Class: Roller Knight</h1><div><i>You're a paragon of the derby. Those who underestimate the power of your skates will learn to fear your might.</i></div><div><br /></div><div>You start with roller skates (+2 MOVE) and protective gear (including a helmet, elbow and knee pads, etc. granting +1 DEFENSE)</div><div><br /></div><div>Backgrounds/Teams:</div><div><b>1-2: </b>The Red-Hot Rockers - Start with a megaphone and an Elvis outfit.</div><div><b>3-4: </b>The Birds - Start with a birdcall and a feathered outfit.</div><div><b>5-6:</b> The Psycho Killers - Start with a knife (1d4 damage) and an oversized suit.</div><div><br /></div><div><b>ABILITIES:</b></div><div><b>1: Slam, Block, +3 HP</b></div><div><b>2: Pass, +3 HP</b></div><div><b>3: Wall Ride, +3 HP</b></div><div><b>4: </b><b>Grand Slam, +3 HP</b></div><div><b><br /></b></div><div><b>Slam</b></div><div>As an attack, you can slam things with your body to deal 1d8 damage. If you had a runup of at least 10' on your skates, human-sized or smaller targets must make a STR check contested by your ATTACK or fall down.</div><div><br /></div><div><b>Block</b></div><div>Once per round, you can make a nearby attacker target you with their attack.</div><div><br /></div><div><b>Pass</b></div><div>While wearing roller skates, you can get past anyone attempting to block you.</div><div><br /></div><div><b>Wall Ride</b></div><div>While wearing roller skates, you can ride along (but not up) vertical surfaces.</div><div><b><br /></b></div><div><b>Grand Slam</b></div><div>When you slam a creature with your body and you had a runup of at least 10' on your skates, it must make a STR check to avoid falling down even if it's larger than human sized.</div><p></p>Walfalconhttp://www.blogger.com/profile/17449176041898336013noreply@blogger.com0