Saturday, October 28, 2023

GLOGtober 23' - 7: VTM - The Imperfect Mysteries

 Closing out GLOGtober with a twist on the prompt 'Vampires'. Thanks for reading along this month!

Vampire: The Masquerade - The Imperfect Mysteries

One of the games I’ve run a lot of besides D&D is Vampire: The Masquerade, which is often boils down to being a game about a group of vampires investigating something. Often structured around ideas of Machiavellian plots and social drama, he players are frequently tasked with uncovering a dark scheme or digging up blackmail against their rivals.

In these games most vampires have something to hide, such as a lover across sect lines, or the aid they gave to the usurpers in the last coup. When constructing scenarios you often have one of these secrets as the focus, or at least in the line of fire, able to be dredged up if the players connect the right dots. Obviously making these secrets take work to uncover is natural, it shouldn’t be easy to uncover that the Brujah Primogen is actually just a Nosferatu who is in way too deep.

In writing the situations the necessary clues might be found, however I often find myself obfuscating lines of reasoning beyond what is useful or necessary. Surely as immortal centuries old monsters these kindred would know how to not get caught and employ the perfect cover up to avoid suspicion. Every single conceivable dead end can be covered, mind wiping everyone in the area and using six layers of middle men to get it done. Yet despite this potentially being the case, I’ve found when I do this it often detracts from the fun of the game.

Players need something to hook onto, something to drag them through the world as they pull on strings. You have to remember that you are their eyes that allow them to see these strings, and if you don’t give them anything things quickly dead end. For example I once had an assassin hired against the players, another kindred who was following orders from a mysterious superior in a cult. Yet I didn’t want to reveal this superior to be the Prince’s right hand so I created a convoluted chain of necromancy & telepathy that would make finding the mastermind impossible. Even if the players had followed the assassin back to their lair, subdued them and managed to pry out the meeting spot, they wouldn’t find anything of note there. It’d just be another dead end.

When you put up a wall like this in an investigation game, forcing players to waste time and backtrack it can lead to unsatisfying experiences. Instead remember that your suspects are flawed, they can’t be perfect and cover every single angle. The young neonate doesn’t know that the Toreador can read the history of the murder by simply touching the knife, while the jaded elder forgets the strength of familial bonds as his pawn can’t help but confess to her brother he did something terrible on the same night Elysium was bombed.

It’s through these flaws that the players can move forward. That doesn’t mean that every mystery has to be easy, but allow the plot to have weaknesses. Maybe in my example above the necromancer has to leave behind occult runes hidden beneath the rug. The Tremere in the coterie won’t be able to recognize the exact incantation due to their necrotic nature, but now they know they’re almost certainly looking for a member of the Cappadocians.

These days as I continue to write mysteries and work on improving my skills I’ll often take a step back as my brain comes up with a byzantine eight step plan to perfectly explain how the Archbishop was found staked in the middle of his haven. Reminding myself that this is for my friends I set that convoluted set up aside, finding a more straight forward plan that leaves at least something for the players to check out further.


Sunday, October 22, 2023

GLOGtober '23 - 6: Wizard Airships

GLOGtober '23 prompts can be found here.

Airships for Wizards

Airships are a common staple in fantasy, often a big wooden sailing ship that soars through the sky or of a large zeppelin drifting along. Here are a few ideas for how to go about this for your wizard looking to sail among the clouds.


Flying Ship

Perhaps the easiest way to soar the skies is to just cast a fly spell on your ship. This requires the fewest moving parts, but also aren’t the easiest to obtain or maintain. Ideally as a highly trained wizard you can just go down to the docks to your boat and cast fly on it, but this assumes you have the arcane power to make a whole ship fly. Likely the enchantment isn’t permanent, or requires massive resources to do so, limiting how common this is.

Once you pull this off though the whole ship can move solely by arcane force, with no need for sails to pull it along. Having the sails open likely will actually cause problems by the drag they generate. In fact, a typical sailing ship is likely not the best shape for your flying vessel. Perhaps something more akin to a large hollow dagger would be more appropriate, or a giant floating sphere. Wizards love spheres. Or if you’re not talented enough to make a whole boat fly you and your buddies can ride around in a floating canoe.


Elemental Balloon

For those wizards who understand how hot air balloons work it isn’t hard to think up some permanently hot device to keep your new invention afloat, and it’s far too common to jump to everyone’s first terrible idea: a fire elemental. Thankfully a lot of wizards realize how silly and dangerous is, but there’s always those who don’t or who want to try it anyways.

Placing a whole fire elemental inside a little heating device requires advanced knowledge of metallurgy, enchantments and binding spells. With effort it can be done however, providing a constant way to keep your balloon afloat. If you pull the feat off it’s quite the mark of prestige among your associates, and lets you arrive at conclaves in style. Steering may be some trouble, however if you can safely bind fire elementals you can probably get an air elemental to blow you along your course.


Levitating Boat

Those wizards who can’t make boats fly under their power but just saw their peers float by in a hot air balloon might turn to a far more common spell, levitation, allowing their boat to fly too. They’ll have to actually use sails, but that can’t be that different, can it?

As these novices will soon learn, they’re rather wrong. Sails are not the simple solution you think they are, not for air boats at least. As it turns out the reasons sails work with normal boats is due to the difference in how resistant the air and the water are. As the wind strikes the sails it wants to push the boat in the same direction, however the resistance of the water and shape of the hull keeps the boat on the actual course you want to travel. Without this dynamic your new levitating ship will be nothing more than a leaf on the wind.

This doesn’t make these types of a ships impossible to use however, they just need some modifications. Some wizards might be aware of the cruelly named “movable rods”, which are what your peers call your creation when you fail to enchant an immovable rod properly. Often times the enchantment isn’t strong enough, allowing the rod to be move just at much slower speeds. Other times you end up with a rod that can’t be moved on one axis, such as a rod that can only be moves horizontally but is locked in the vertical plane.

By placing the right movable rods throughout a modified ship you can create a flying ship of your dreams. Using several rods that can only move horizontally allows the ship to stay in the sky, however this usually requires a separate dinghy to ferry crew between the fixed altitude and the ground. A secondary set of special movable rods are set in the hull, allowing for movement as if the ship were in water. These rods are set to only move along the same axis as the boat should be traveling, almost making it like the airship were on giant invisible rails. With an additional preparation these rods are minorly unenchanted, allow them to slowly rotate horizontally which in turn allows your ship to turn as well.

Currently the major issue with these types of immovable airships are their inability to change elevation. The problem is likely one that can be surmounted with further work, but for now these ships all fly as if on an ocean sky.

Friday, October 20, 2023

GLOGtober '23 - 5: Flooding Dungeons

GLOGtober '23 prompts can be found here.

 

Not intentional traps, just very unsafe: Flooding

Water is a constant danger in any underground space, pooling and filling chambers. Without proper drainage there is no where for the water to go and many a dungeon has been abandoned due to flooding. Flash floods are a particular danger to those exploring underground spaces. While you occasional find some devious trap that floods a room intentionally, you should also be prepared for flash floods that can trap you underground.

When a sudden rainstorm hits the water has to go somewhere and if the dungeon entrance isn’t elevated all that water can come rushing down into the underground complex. If the dungeon had any thought behind it, a wise designer would include drainage channels and elevate the entrance above possible flood lines. But not all dungeons are designed wisely.

As the water fills the dungeon it often sweeps in dirt and detritus, along with other creatures. When the waters recede they often leave debris in their wake, reseeding the dungeon with fresh decor. The waves will also catch lose items throughout the underground halls, filling the murky water with all sorts of potential dangers. Some creatures can thrive in this environment, such as oozes or other naturally born water monstrosities who now enjoy a larger territory. Dungeons aren’t clean places either, so this water can easily become a health hazard as well.

Water can come in waves and poses a real danger sweeping an unprepared explorer away to their doom. Unlucky adventurers can also have passages between them and the exit flood, trapping them beneath the earth with limited supplies. Escaping these situations either involves hoping the water will drain before you run out of food, or trying to swim in pitch black flooded passages. Perhaps if you’re lucky going further into the dungeon will reveal a back way out, or just get you eaten by horrid monsters.

It's advised to avoid swimming through the waters unless absolutely necessary. If the water is still flowing it can be moving deceptively quick, sweeping you away to a watery grave. Sharp debris can lie concealed in the water, harming those who try to move through the waters. Navigating the waters without light quickly leads to drowning unless it’s the most well planned short swim. Even with light the passages are often confusing in the new aquatic perspective and it’s easy to kick up silt and cause a silt out, leading to further disorientation.


Using Floods in Play

Events like this, earthquakes, and other random disasters are likely not things you want to inflict on players randomly. Flooding a dungeon that is just a series of linear chambers and trapping the unprepared players in a single room with a quarter miles of flooded tunnels will likely just lead to their deaths.

Instead if you’re going to use this it’s probably best to plan it out beforehand. Design a dungeon where if it floods the main exit is blocked, forcing the players to try to remember where the other exits were relative to their position. Perhaps you want the players to try to navigate a flooded room or two, trying to figure out how to get a chest full of gold through murky waters.

Alternatively you don’t need to flood the dungeon for long periods of time, but rather just have a wave of water come rushing through. Players have to seek high ground to avoid being swept away, but the waters recede quickly. Maybe it could be a race against the clock to secure the ancient tomes before they’re ruined by the torrent of water, or just a constant worry as the water level slowly but steadily rises as the players explore.

You could also throw this all out and roll for flooding whenever weather tables indicate an especially heavy rain storm. If dungeon entrance is at the bottom of a canyon it might just happen. In this case definitely give players warnings as they hear the storm overhead and the water starting to trickle in. Hopefully most dungeons are designed to avoid flooding.





 

Tuesday, October 17, 2023

GLOGtober '23 - 3: Catalogue of 1d6 Cursed Items

  GLOGtober '23 prompts can be found here.

 

1d6 Cursed items recovered by The Watchers of Dawn


1. Growing Daggers

By no means a unique item, several of these have been found throughout the Tvidenwald, usually being sold by a traveling merchant. A team has already been dispatched to locate the merchant, who is described as a middle aged man wearing a purple cap calling himself Harthmann. The daggers sold appear normal until they draw blood, at which point the weapon suddenly doubles in size, often driving it deeper into the wound it caused. Thankfully at some point these daggers become rather unwieldy, however the upper limit of this curse is still being explored.

As a standard dagger, however each time it grows increase it gets +1 damage and increase the dice size by one (1d4→1d6→1d8→etc). It will quickly grow too big to yield after 1d12.


2. The Medusa Fountain

Located high in the Hedanthusian mountains, this ancient and ornately carved life sized statue of a medusa covering her face as she weeps mud slurry. Discovered by a team of explorers when the local village went silent. All life in and surrounding the village was found petrified, even down to the spiders in their webs and the growing crops. The petrification process seems to affect all living things near the fountain, turning them to solid stone over the course of twenty four hours. At the recommendation of the Hedanthusian Dawn Captains the statue has been moved to the deepest cellar of the village and a warning perimeter established. For now the statue remains, and thankfully is difficult to transport, keeping it out of the wrathful hands of heretics.

The Medusa Fountain appears as a human sized statue of a weeping medusa sitting on a stone block, carved in a wonderful life like visage. With her face buried in her hands, a continual trickle of mud slurry drips down the statue. The statue weighs just over a thousand pounds. Anything living within 1 mile of the fountain will slowly turn to stone over the course of 24 hours.


3. Intre Carmian, The Poetry Between

Recovered from the unholy city of Visgarmora, this tome defies efforts to study it. The book apparently has a simple dark azure cover with a title in simple silver letters, and the pages full of disjointed writings regarding ‘the storm’. Our inquisitors believe that the book projects an amnesia field, causing any who approach the tome to forget what happened while they were close to it. When one comes around after this forgetful event, they often find they’ve gained some new and strange wound. Researchers believe that the tome is demon infested, creatures of memory who enjoy inflicting pain and confusion. Once a safe method of disposal has been ascertained the book will be destroyed.

Intre Carmian appears as a simple book, with several texts within alluding to releasing ‘the storm’ and ‘opening the self’. Studying them may reveal untold secrets, but is obviously rather difficult to do. Unfortunately anyone who can perceive the book or is too close to it cannot remember such experiences, usually escaping this effect 1d10 minutes later with a few strange wounds. These wounds deal 2d8 – 1d6 damage (minimum 0).


4. Visage Seeds

Captured in the raid on followers of the Marble Made Flesh, a case of several bone postules was found. In examining them one of the inquisitors made the mistake of touching one, which quickly animated and burrowed into his hand. While proper precautions were taking, the man seemed fine save for the obvious entry wound. Upon awakening the next morning in the quarantine cell however it was discovered his entire form had changed to a younger half elf. This process would occur each morning at dawn, and observers could see the vicissitude of his entire body as bones cracked and reshaped. While surgeons were eventually able to find and remove the visage seed, the curse carries on. Due to the fact that the surgeons found a cluster of multiple visage seeds within, the inquisitor is being take to Viilimond for a cleansing blessing or failing that, execution.

Upon contact of bare flesh with a visage seed the small object burrows into them, dealing 1d6 each round. Once it has dealt 6 damage this way it burrows into their flesh, beyond reach. Forevermore each dawn upon waking the body of the cursed individual bends and twists, taking on the appearance of a random person.


5. Drowning Candles

These dark candles are found among followers of The Kraken. Appearing as deep blue or black candles that always seem wet, they can be deadly to those inexperienced with their dark magic. As the candles burn they draw in the aquatic energies of their benthic master, reversing what one needs to breath. This allows his servants that are usually bound to the water to walk among us to sow their destruction without needing to fear asphyxiation. For most people however, being too close to a drowning candle causes them to choke as their ability to breath air is replaced with a need to draw oxygen from water. Numerous commoners and even nobles have been found dead in the same chamber where a drowning candle was burned. While many of these deaths are accidents, it is also a common assassination technique used by heretics of The Kraken.

Drowning candles appear as normal candles made of a dark wax, though are always damp to the touch. Despite this they are easy to ignite and can even burn under water, giving off a cold white flame. Creatures within 20’ of the candle that breath air begin to suffocate as they must now draw in oxygen via immersion in water. Likewise creatures that normally breathe underwater must now draw in air. Creatures unable to get their new source of oxygen begin to suffocate.


6. Ranelalina, Idol of Lelandandril

One of the many cursed idols that makes their way out of the moon shadowed lands of Lelandandril, idols of Ranelalina are seeds of corruption that must be rooted out. As with all Lelandandrite idols it is possessed by one of their demons, Ranelalina. Touching such idols always curses the trespasser and allows the demon to worm their way into their mind. While the idols themselves are not able to cause much change in the world themselves they quickly turn those who touch them into puppets for their dark ends. It is documented that Ranelalina has a fascination with rot, and her shrines are often adorned with the putrid carcasses of her enemies. Often worshipers will fill her well with rotting flesh and drawing in such foul sickness into their own bodies, claiming that she will bless them. This is not unfounded as her devotees have been witnessed striking an inquisitor and causing their arm to rot off in minutes.

The idol of Ranelalina is made of a dark stone and is the size of a lantern, appearing as a vulture with the head of a jackal. When you touch the idol of Ranelalina a connection is made that only potent purifying magic or Ranelalina may end. Those connected to Ranelalina feel their reflexes slow as atrophy sets in, losing 2 dexterity as long as they are connected. However while holding the idol their body can adapt to overcome rot and disease, gaining 2 constitution. As well, Ranelalina may speak into the mind of the connected, giving them whatever dark advice she holds. Thrice per day they can touch a corpse causing it to rot into a putrid mess as it leaks diseased fluids, reducing all incoming damage by 2. It is said that by making proper offerings to Ranelalina she may grant more power, however she always has a cost.

 

Thursday, October 12, 2023

GLOGtober '23 - 4: Theory of P-ooze-tions

 GLOGtober '23 prompts can be found here.

 

Theory of pOozetions

Nicknamed p-ooze-tions by apprentices, this name for Distilled Jellies has unfortunately entered the vernacular. What distinguishes a potion or oil from a distilled jelly are a number of things, namely the use of those creatures commonly categories as Slimes or Oozes in the brewing process. While in a potion ingredients are mixed by hand or with the help of alchemical equipment, distilled jellies use a preexisting natural framework to blend the desired effect, namely the biology of Oozes.

To understand this process we must understand the biology of Oozes. While the common variety of ooze is a simple minded creature focused on survival, one must ensure they work with a proper ooze and not one of the new synthetic spawns. Most oozes, deriving from a prime ooze, slowly consume and grow in size until they split into two or more new oozes, repeating the process. Notes indicate that the form and nature of these creatures can vary over time, leading to new “bloodlines” of these creatures.

It should be noted however that under recent studies published in Kirinth this last century, reliable methods for mixing of oozes has become possible. By slowly blending two oozes together under the right conditions a new hybrid ooze can be created. While the research indicates strong future growth in the field of múxasology, it also has allowed for the spawning of the field of Distilled Jellies.

Via the works of Crivelli of Norn the creation of a neutral vessel ooze are possible, a nearly transparent creature of neutral gelatin. These oozes can be injected with other substances, slowly melding into the gelatin of the creature. If the substance is properly infusing with the ooze then the creature becomes of that material, and as it continues to grow its gelatin continues to produce the injected substance.

Applications of Crivelli’s neutral vessel ooze are vast, though as Crivelli herself claims, “Nothing will surpass the candy ooze, my eternal fountain of sweets”. Reports also indicate a popularity for honey oozes and wine oozes. So long as the ooze is fed, it will continue to produce endless sweet or intoxicating jelly, though for now the growth rate is below sustainable rates. This, combined with the difficulty in creating a neutral vessel ooze and highly volume of acidic byproducts, puts strong limits on the wide spread use of these creatures.

The true pinnacle of this process is however obviously the potion ooze. By injecting a neutral vessel ooze with the indicated potion and several other alchemical blends, the ooze gelatin can take on the properties of the potion. We have finally arrived at the foundations of Distilled Jellies.

While having an ooze that can hypothetically process raw biological matter into healing gelatin is a wonderful prospect, it merely scratches the surface of Distilled Jellies. By carefully blending small portions of oozes in controlled alchemical environments it is possible to create hybrid potions in ways that sidestep several challenges in traditional alchemy when combining potions. Whole new branches of potions and oils are being discovered under the umbrella of Distilled Jellies.

Some alchemists working in this field have even started infusing the oozes themselves with the ingredients for their potions, blending together to make the ooze potions via alchemy rather than injection, claiming it leads to far more potent results.


A small note has been appended by a second author:

With everything Distilled Jellies grants the alchemist, you should still be careful when exposed to this untested science. In case you are not an alchemist, you should be warned about the dangers of mixing potions together. While the processes used often limits or prevents these dangers, they are not impossible. Several people have reportedly melted when drinking from an ill prepared batch. Remember, these are still oozes you are consuming, which is usually safe in small proportions. As well, the oozes used in the process are still oozes, not merely some alchemical concoction. One ooze being used to create greater protection potions broke free and was a nightmare to harm due to the nature of its alchemical enhancement.


1d10 alchemical oozes:

  1. Candy ooze: Crivelli’s creation, usually appearing as an ooze made of pastel colors, often with a sweet flavor. Lemon based candies usually work best for this process.

  2. Mind Probe Ooze: Only one of these has been found, and appears to be a combination of thought detection and minor illusionary magic. The disturbing little creature will pick up on the surface thoughts of those near it, projecting them via illusions for others to see. No one has claimed ownership of the experiment, though it has already caught the attention of The Magisterium and The Watchers of Dawn.

  3. Sunlit Ooze: Injecting enough liquid sunlight into an ooze and you get the perfect creature for destroying vampires. Unfortunately it is also so bright that anyone that looks at these creatures are blinded. Originally they were slaked for destruction before some blind monks took them in.

  4. Vacuum Ooze: It’s believed this creature came about by combining a multitude of teleportation and extra dimensional effects within a single ooze. What instead occurred was a small localized planar collapse, a void that continually pulls in matter around it. By the time it was caught and destroyed the creature had learned to open and close this “mouth”, devouring those around it.

  5. Mimic ooze: Believed to be the combination of a potion of charm and a potion of disguise self, this ooze has been observed luring in prey with the charm while posing as a person or object. Some theorize this sort of ooze might be the origins of mimics, though likely using a potion of shape changing.

  6. Combustion ooze: Someone was clearly trying to make some sort of bomb ooze and we ended up with this monster. A combination of alchemist’s fire and fire resistance elixir, alongside a fireball leads to this jelly which is constantly exploding. Thankfully all escaped specimens have been caught, but it’s dreaded what might occur if a wild population were to set itself up.

  7. Saint Ooze: Nicknamed Saint Oozes, these creatures are imbued with as much restorative and healing magic as is safely possible. How exactly they’re made and kept stable is unknown, but current theories involve holy water and angel’s blood. Several churches have decried the use of holy magic within an ooze.

  8. Sail Ooze: These slimes were made by mixing a potion of levitation and gust of wind, likely in an attempt to jury rig a flying potion. Unfortunately the oozes quickly learned how to use their new movement and escaped. These Sail Oozes as they’ve been called spread themselves thin like a sheet to catch the wind. They’re quick to spread and are now a fact of life in Kirinth unless some major extermination effort is put in place. They certainly seem to be helping with the pigeon problem at least.

  9. Regenerative Ooze: With the potential medical applications of Distilled Jellies being so obvious, some have tried creating regenerative oozes to restore limbs and missing body parts. By concentrating multiple regenerative potions together, this oozes restores missing body mass at an incredible rate. These two parts quickly form independent oozes. Not only does this make it impossible to gather small enough samples for medical application, but given the right circumstances could have an explosion in population.

  10. Power Word Ooze: These oozes kept being reported around Kirinth, and analysis indicates they’re a vessel for Power Word Kill. Thankfully none of them can talk – yet.

 

Thursday, October 5, 2023

GLOGtober '23 - 2: She Who Sings in Reed and Rush

GLOGtober '23 prompts can be found here.

 

She Who Sings in Reed and Rush

Lake Dallieun is caught in the minds the people of Poltan, sitting right next to the modern capital of Sarcens. Many a painting captures the glimmering surface of lake, appearing in the backgrounds of royal portraits across generations of Poltanish Kings. Numerous castles and villages line the shores, and stories across the world frame the lake as places that heroes rise and villains are slain. Perhaps most famous is The Cathedral Mireaus (Mir-os), dedicated to The Mother Current, Vasobus. Her priests claim Dallieun as her respite, a blessing to mortals for their faith.

Few however remember the old faith that claims the glimmering waters, She Who Sings in Reed & Rush. Her followers are scattered around Lake Dallieun, but are a small faith compared to the churches of the land. While they are often not rooted out and slain, they are a patchwork faith. Many teach of forgiveness and acceptance, and often hold an oath of non-violence. Others teach of the cycles of life, one that one cannot escape no matter how strongly they fight it. Followers can are often found in those whole live on the lake shore, but also in doctors and wise-folk.


1d12 Events & Rumors:

  1. A mother has recently lost her son in battle and can’t get over her grief. She needs reeds gathered to weave a basket to carry his sword and helmet into the lake, however bandits are said to patrol the lake’s edge.

  2. A bard challenged The Songstress, claiming they were a better singer. When their boat returned from the fog all that was found was a broken violin and a dog sized cricket.

  3. This is the third time in a month a fisher has been found hung from a tree, suspended by a long bone hook through their neck. Locals whisper of the vengeance of The Songstress.

  4. Rush lamps are the new craze among nobility wanting “to live a simple life, just like the peasants”. Already old beds along Lake Dallieun are being yanked up to fill this need. Followers whisper than unless this stops soon She Who Sings will have her vengeance.

  5. A local priest has declared that She Who Sings is but a misinterpretation of The Mother Current and has begun tearing down shrines. This isn’t the first time this has happened, but tensions are already mounting quickly.

  6. The village elder has begun to preach that the afterlife The Churches promise is a lie, that all flow on the endless river that circles the cosmos, returning to the world each time born anew. This particular heresy is too much for The Churches to tolerate.

  7. A child was found floating in a basket among the reeds. Was this the fault of loveless parents, or the next prophet of The Songstress?

  8. They say that if you can catch She Who Sings she will take a memory too painful for you, in exchange for bearing the memory of another.

  9. Rumors have spread that if you wander the reeds alone in the dark under the light of the full moon then The Songstress will guide your love from a past life, to reunite again and again. Seems like an easy way to get people out and alone in the dark.

  10. After the loss of all seven of his sons in a single battle their father was seen weeping on the lake shore each night, begging for them to come back to him. A week ago a rogue wave suddenly spewed a literal swarm of fish onto shore all around him, worth a small fortune. Now everyone who has ever suffered even a minor inconvenience is down by the water, begging for restitution.

  11. A small conclave has formed up, nicknamed The Water Bearers by the locals. Having taken a vow of poverty and non-violence this community works to produce and give out holy water made from the lake in an effort to fight undead.

  12. The palace of She Who Sings sits at the bottom of Lake Dallieun, but should one of pure heart sail the lake it shall rise from the deep to greet them.

Tuesday, October 3, 2023

GLOGtober '23 - 1: Lord of The Deep - The Kraken

Since it's October that means it's GLOGtober! You can find the prompts here.

 

 Lord of The Deep - The Kraken

To many surface dwellers, when they think of the frigid waves and dark depths they think only of The Kraken, the terrible Tyrant Sire, the Sun Drowner, the Lord of Rusted Chains. They know little of the mysteries that lie in those benthic depths, for even fewer can make the journey to report on such a remote and deadly locale.


The Kraken’s Brood

One cannot say that the depths are not home to the children of The Kraken, twisted creatures that swim in waters from the surfaces waves to the abyssal trenches. Here we will not concern ourselves with these monsters of the higher depths, but rather those that reside in the pitch darkness.

Most famous of all is The Imperator Trench, the legendary home of that great demon, The Kraken himself. An immense creature, this wound in the rock is the bed upon which he rests, from which his will is enacted.

Few mortals are invited to visit, making reports of the location vague and contradictory. Many refer to it as “The Garden”, with tales of great forests of tube worms, mosaics of mussels, forests of coral, all illuminated by great swirling bioluminescent spawn of their master. While the ocean basin is often a desert, The Imperator Trench is an oasis in this benthic wasteland.


The Wives

Perhaps the most famous of his brood as The Wives, those surface dwellers who swear themselves to his will. Scholars and storytellers are often know the first stages of this tale, of a man who swears himself to The Lord of Rusted Chains in exchange for revenge. Slowly he hears the call of the sea until he cannot separate from it, eventually disappearing into the crashing. What they know not of is the metamorphosis that occurs as they swim to join their master in the inky darkness below.

To survive in his garden they must adapt to swim in that yawning black abyss, as their eyes stretch and widen, growing into milky dishes to better see their prey. Teeth and nails sharpen as their diet must shift, a raw hunger to consume others fills them, joined by an equal desire to simply cause harm. Not only must they contend with a lack of air, but they must eventually learn to do so under the crushing pressure of the waves. While gills are quick to form out of necessity, as the long journey down begins the lungs themselves begin to atrophy, a vestigial reminder of what once was.

Eventually they will reach their master, called to their new home by his cruel song. In his presence they will twist and change further, taking another step on the path of metamorphosis. For some their eyes will grow out on great stalks as their hands split down the middle as bone emerges, forming great pincers as chitin encases them. Many slowly let their bones slide out of their skin, allowing for a plethora of new possibilities. Some will slowly drift down to the ocean vents, planting themselves in the stone and on the silt, encasing themselves in a long tube of bone as their new tubular form filters nutrients from the water. Others follow in the footsteps of their master, taking his visage of his children as their limbs multiply and beaks form.

Yet in time they will all join with The Lord of Rusted Chains, fusing themselves to his hide as he takes their last offering to his glory. Drained of their soul they are finally freed of service, fulfilling his last commandment. For eons he has continued this horrid cycle, and those who know the dark secret reckon he must be greater than the mountains themselves for all he has taken.

 

Krakenfall

The abominations of The Tyrant Sire are many, in a multitude of twisting shapes of those horrors from beneath. While many are of his lineage, there are also those twisted to his cause. To eat the flesh of The Lord of Rusted Chains or his brood is to invite his wicked power into your heart and soul. Thus when one of his brood fall a seed of evil is planted in an event known as a Krakenfall.

When one of those creatures named after their father and their related ilk are slain their fresh corpse becomes a vile feast for the hungry creatures of the sea. It isn’t long before the sea life around a Krakenfall twist into vicious creatures, a final retribution against those hoping to clear their waters. Many a desperate village has slain a lesser kraken in their bay, only to be overrun by waves of monstrous sea life in the coming months. Professional kraken hunters know better and make sure to slay their quarry over the deep sea, where the body may sink into the quiet abyss below.


Sunday, October 1, 2023

The Psion

 

Welcome to Impulsive Necromancy, a place for me to post a smattering of RPG related writings usually.

This is the first post in a series of converting the AD&D rule set into a GLOG ruleset, based around the Many Rats on Sticks version of the rules.

To begin here’s my first write up of The Psion, a keystone of the Dark Sun setting. It’s by no means a 1:1 conversion of the class, instead taking my favorite parts of the original class and translating it over. As well note that while writing this class I had in mind Psionic Wild Talents, which everyone on Dark Sun has, so a character will likely have 1 or 2 more PSP.


The Psion

Starting Gear: Dagger, 3 candles, Glimmering Crystal (Break to regain 1 PSP)

Skill: Roll (1) Philosophy (2) Politics (3) Meditation (4) History (5) Back Alley Deals (6) Masonry

+2 PSP per template


A: Devotion, Psionics, Mental War, +2 Powers

B: +1 Power, Mental Rejuvenation

C: +1 Power, Second Devotion (+1 Power)

D: +3 Powers


Psionics: You gain the ability to use Psionic powers, which cost psionic strength points (PSP) points to use. It takes your action to activate a psionic power unless otherwise noted. Psychic powers take at least 1 PSP to activate, but often more can be spent if you wish to boost the power. The total number of PSPs spent on a power is denoted as [PSP] and will often effect how strong the power is – note that [PSP] is not split across the power or anything. There is however {PSP}, noted by squiggle brackets, which are used to augment a power. PSPs put into {PSP} do not add to [PSP].

Ex: You have a power that reads “Deal [PSP] damage to [PSP] targets. If you spend {1 PSP} they all turn into lizards.” If you spend 3 PSP to activate the power, and spend 1 additional PSP to turn them into lizards, then all 3 targets take 3 damage and turn into lizards.

While many Psionic powers can be used on yourself or others you touch, to affect others you must make a psychic link using the Psychic War power first. At the start of each morning you regain all PSP points if you got a good night’s sleep, otherwise Save per missing PSP to see if you regained it.

You can detect strong ambient psionic powers if you are not distracted. To learn details about a psionic emanation roll under Intelligence.


Psychic War: There are exactly three known Psychic Stances, which are used between psions fighting a mental battle. Each stance has one weakness and one strength, thus the battle of minds never ends. You have mastered all three stances, but now you must master their strategy.

You can attempt to establish one psychic link per scene for free, additional attempts cost 1 PSP. If they do not know any psychic stances you establish a psychic link. Otherwise, a psychic war begins.

The attacker and defender each secretly pick one of the three stances and reveal them at the same time, consulting the table below. A [+] indicates the attacker has advantage on their d20 roll, while a [-] means they have disadvantage on the roll. The attacker and defender both roll a d20, if the attacker rolls higher they break the defenses of their opponent and establish a psychic link.


Attack \ Defense

Ego Precipice

Sublime Crown

Apathetic Deluge

Ego Precipice


[+]

[-]

Sublime Crown

[-]


[+]

Apathetic Deluge

[+]

[-]


A defender who has a psychic link established to them may initiate another psychic war on their turn to push the attacker out of their mind, but does not establish a psychic link in doing so.

You can have as many psychic links are you want, and they last an hour as long as the target is within 200’.


Devotion: Pick a specific subtype of Psionics to influence your powers. At first level roll a d4 twice to see what powers you know. At second level and third level, roll a d6 to see what power you learn. At fourth level pick three powers between your devotion and second devotion to learn.

The devotions are Clairvoyance, Psychokinesis, Psychometabolism, Telepathy and Psychoportation. It’s also said there’s a devotion of Metapsionics, but that’s just a silly rumor.

You can learn additional devotions from psionic power gems as a wizard can learn spells from scrolls. You can only learn powers from your devotion (and second devotion when you get one).


Mental Rejuvenation: Once per day when you are very calm (meditation, etc) or very emotional (near death experience, betrayal, etc) you can regain half your total PSP.


Second Devotion: You have expanded your psychic capabilities to a second field of psionics. Roll a d6 to see what new power you learn from your second devotion.



PSIONIC POWERS


Clairvoyance

While you have a psychic link with the target you can choose one of their senses and perceive through it for one minute. You can do this a number of times equal to your Psion templates, then the link ends.


1. Sense Object
C: 1+ PSP, R: 100’, T: self, D: [PSP]x10 minutes

Choose a broad material or object such as wood, gold, food, water, but not like “my missing gold ring” or “a statue of The Dragon”. You can sense any examples of the chosen material in range, however at least one foot of solid material reduces the range to 10’.


2. Read Aura

C: 1+ PSP, R: 30’, T: Self, D: [PSP]x10 minutes

For the duration you can see the colorful soul auras of creatures. Vibrant emotional creatures appear as flickering rainbows, while undead appear as crackling black voids. By spending a moment examining an aura you can get a sense for the creature’s current emotional state.


3. Read The Threads

C: 1+ PSP, R: 0, T: Self, D: 0

You may ask [PSP] questions of the GM, usually about the outcome of possible action. The GM can answer “weal” or “woe” (or other cryptic one word answers), but has a 1 in 6 chance to lie to you. This ability has a limited time horizon of about 1-3 days. By spending {4 PSP} you can negate the chance the GM lies to you.


4. Swap Senses

C: 1+ PSP, R: Touch, T: One Creature, D: [PSP] Hours

Pick two of the five senses, the target creature swaps them for the duration. This may allow you to “see” via sound, allowing you to see even if blind folded. You could hear sounds via smell, or taste via touch, etc. If an attack would target one sense but you have swapped it, such as a petrifying gaze while you are seeing via scent, you are immune to that ability. By spending 8 PSP you can make this ability permanent.


5. Clairvoyance

C: 1+ PSP, R: [PSP] miles, T: self, D: [PSP]x10 minutes

You project one of your senses to a designated location within range, ignoring any walls, etc. For the duration you can choose to perceive via that sense at the point. For each additional {PSP} spend you can do one of the following: (1) Add an extra sense to the location (2) Move the location of the power


6. Object Reading

C: 1+ PSP, R: Touch, T: One object, D: 0

By touching an object you get a vision of the last strong emotional impression left upon it. The stronger the emotional impression, the clearer the vision. Each additional {PSP} can show you a clearer vision, or go farther back to previous strong emotional impressions. For example a knife used to murder someone will have a strong impression of the killer’s rage and thus show a clear vision of the stabbing, or a bed will have a strong impression of the person who has been sleeping there all their life.


7. Divination

C: 2+ PSP, T: Creature or Object, D: [PSP]x10 minutes

When you use this power on a psychic creature you must first beat them in a psychic war. Choose a creature or object you know of. If it is on the same plane as you your senses are hurled across space to scry on them for the duration, as well as giving you a general direction towards them. Alternatively you may specify something such as “The nearest thri-kreen” or “The key ring of Kalak”. The power is not able to pick up hidden information such as “The nearest traitor to the uprising”.


8. Genius Loci

C: 1+ PSP, R: 10’+, T: Self, D: Concentration

This power takes 1 minute to activate, and can be maintained an additional round by concentrating and spending 1 additional {PSP} per round, and the range increases by 10’.

For the duration the psioncist perceives everything within range from the smallest grain of sand to the lurking assassin behind the wall. Even magic such as invisibility is pierced, but this power does not extend to other planes. Hidden magics are revealed and the true forms of creatures are laid bare to the caster.



Psychokinetic

While you have a psychic link with a target you can shove them 10’ in any direction. You can do this a number of times equal to your Psion templates, then the link ends.


1. Levitate

C: 1+ PSP, R: 50’, T: Creature Object, D: Concentration

You cause the target to raise, lower or hover. It can only move vertically under this power, 20’ round. The weight limit is [PSP]x250 lbs. If you concentrate on this power for more than 3 rounds, take 1d6 damage.


2. Energy Manipulation

C: 1+ PSP, R: 50’ T: Self, D: [PSP]x10 Minutes

For the duration you can control energy, dousing or kindling fires, heating or cooling objects. By focusing on an object you cause it to slowly heat up or cool down, moving the damage up or down the dice chain (0, 1d2, 1d3, 1d4, 1d6, etc) to a maximum of 4 steps per PSP spent.


3. Force Pane

C: 1+ PSP, R: Touch, T: Creature or Object, D: [PSP]x10 minutes

Create a nearly invisible plane of force, 10’ x 10’ in any orientation. It is twice as strong as steel. Each [PSP] allows you to draw an additional 10’ x 10’ pane, which must be within 10’ of another pane.


4. Control Light and Sound

C: 1+ PSP, R: 50’, T: Self, D: [PSP] minutes

For the duration you can manipulate light and sound. While the power is active you can do one of the following: brighten or dim light, move shadows, create generic noises, or amplify or deafen noises. For each additional PSP spent you can add another effect.


5. Molecular Manipulation

C: 1+ PSP, R: Touch, T: Object(s) D: 0+ minutes

By touching two objects you can bond or separate them at the molecular level, fusing them together. This connection isn’t unbreakable, just rather strong.

Alternatively the psionicist may temporarily transmute one type of matter into another similar type of matter for [PSP]x10 minutes.


6. Telekinesis

C: 1+ PSP, R: 60’, T: Self, D: [PSP] minutes

For the duration you can telekinetically effect the world around you. You can shove creatures [PSP]x10’ feet each turn, though they may save to half the distance. Slower and more precise movement is also possible, with a weight limit of [PSP] x 100’ lbs. Only one creature or object can be manipulated at a time, and without fine motor control. A lever could be pulled, but a small note could not be scrawled.


7. Puppet

C: 1+ PSP, R: 30’, T: Creature+, D: [PSP] rounds

You must have a psychic link to use this power. Via telekinesis you can control the actions of another like a puppet on a string. This is only physical control not mental control, thus you cannot have them cast spells, etc. If you would have the target do something suicidal or against their base instincts (kill their spouse, etc) they can save to prevent the action. For each additional {PSP} you can target an additional creature. Controlling your target(s) takes your action each turn.


8. Detonate

C: 1+ PSP, R: 30’ T: Non-living, D:0

Choose a non-living creature or object. It explodes, taking 1d10+{PSP} damage, Save half. If it deals 10 or more damage to an object, it is usually destroyed. When targeting a large piece of material, such as a wall, this ability only affects a 1 cubic meter at a time.



Psychometabolism

While you have a psychic link with the target you are always aware whenever the target’s body is hurt or impaired, such as via a wound or drinking poison. You can end the link to heal the target 1d8 HP or remove one Fatal Wound.


1. Alter Self

C: 1+ PSP, R: 0, T: Self, D: [PSP]x10 minutes

Alter yourself to look like another humanoid. You can also grow claws, fangs, horns, gills and other similar basic modifications. You have fine enough control to impersonate another if you spend [3 PSP]. This transformation can be made permanent by spending {5 PSP}.


2. Adaptation

C: 1+ PSP, R: 0, T: Self, D: [PSP]x8 hours

You modify your body to adjust to extreme circumstances. This allows you to survive without trouble in temperatures from -20° F to 140° F. You require half rations and water as long as you are within sunlight for the majority of the time since you adsorb some of your needed energy from the sun.


3. Energy Drain

C: 1 PSP, R: Touch or 50’, T: One Creature, D: 0

Deal 1d10 damage to a creature and regain that many hit points yourself. By spending {1 PSP} and using this power on a willing creature you can transfer hit points between the two of you as long as you are in physical contact. To use this power at range you must have Psychic Link.


4. Regeneration

C: 1+ PSP, R: Touch, T: Creature, D: [PSP] rounds

Touched creature heals [PSP] HP per round, for a total of [PSP]d6. If at least [4 PSP] is spend, limbs and other missing body parts slowly regenerate over the course of an hour.


5. Monstrous Form

C: 1+ PSP, R: Touch, T: Creature, D: [PSP]x10 minutes

You must have a psychic link to use this on another creature. The target grows in size, twisting into a monstrous version of itself, thirsty for blood. The creature grows a natural attack dealing 1d6, develops natural armor as Chain, and increases it’s size by 50%. In addition you may spend PSP in the following manner: Increase it’s maximum health by 2x{PSP}, {2 PSP} grants it wings to fly, Increase the damage of it’s attack by {PSP}. Other similar changes may be available but must be negotiated with your GM.


6. Shadow Form

C: 2 PSP, R: 0, T: Self, D: [PSP] minutes

For the duration you turn into a living two dimensional shadow, moving along surfaces. Moving through patches of bright light deals you 1d6 damage per round, but you are otherwise immune to non-psychic attacks. Neither can you attack, you can only use non physical psychic abilities.


7. Metamorphosis

C: 2 PSP, R: 0, T: Self, D: [PSP] minutes

You change yourself into any creature with approximately the same mass: A dog, a chair, etc. Your stats remain the same save for your armor and any attacks the new form might possess. You do not gain any magical abilities of the new form. For the duration you may change your form up [PSP] times, reverting to your standard form at the end.


8. Death Field

C: 2 PSP, R: 30’, T: Self, D: 0

When you activate this power spend any number of hit points. All other creatures in the area save or lose that many hit points as well. Those that succeed only lose half as many hit points (round up).

 

 

Telepathy

While you have a psychic link with the target you can choose to read their surface thoughts for one minute. You can do this a number of times equal to your Psion templates, then the link ends.


1. Charm

C: 1+ PSP, R: 60’, T: Creature, D: [PSP] minutes

Using this ability requires a psychic link to be established. Target creature must save or be charmed by you, treating you as a friend. They aren’t utterly loyal or controlled by you but don’t wish harm to you either. You or your friends betraying their trust (such as attacking their allies) allows them to Save.


2. Mental Mesh

C: 1 PSP, R: 60’, T: Creature, D: [PSP] hours

Using this ability against a hostile creature requires a psychic link to be established. You and any number of creatures you choose while activating this ability can communicate via telepathic speech for the duration as long as you are within [PSP] miles of each other.


3. Probe Mind

C: 1+ PSP, R: 30’, T: Creature, D: 1 min

Using this ability requires a psychic link to be established. You can probe into the mind of a creature, seeing [PSP] pieces of information / brief memories. If the creature is conscious or particularly strong willed they may Save to resist each query.


4. Psionic Blast

C: 1 PSP, R: 120’, T: Creature, D: 0

Using this ability requires a psychic link to be established. Deal 1d10+[PSP] damage to the creature. They save to end the psychic link, with a bonus on the save equal to [PSP].


5. Memory Shift

C: 1+ PSP, R: 10’, T: Creature, D: Forever

Using this ability requires a psychic link to be established. You can blank the recent memory of a creature, about the last 10 minutes. For each [PSP] you can erase another particular memory. If you spend {2 PSP} you can instead rewrite those memories. Rewriting memories requires you to be able to be understood by the target and takes 10 minutes per memory. Note that this power does not let you see memories, you can simply overwrite a period of time.

The creature gets a save to resist for each memory, unless they are unconscious. If shown overwhelming evidence against false memories they may save again to overcome this modification. A psion can also use this power to try to heal modified memories, allowing another save per memory.


6. Mind Swap

C: 4 PSP, R: Touch, T: Two Creatures

Using this ability requires a psychic link to both creatures to be established. You swap the consciousness of two creatures between their bodies. They bring their mental stats, skills, knowledge and class abilities but gain everything else from their new form. The GM adjudicates this process as needed.

This process takes 10 minutes. A creature who does not want to swap bodies can Save to resist this, if either creature passes the process fails.


7. Fate Link

C: 1+ PSP, R: 30’, T: Creature, D: [PSP] rounds

Using this ability requires a psychic link to be established. You and target creature are linked mentally by fate, meaning that whenever one loses hit points so does the other, though they can save to halve this damage. When one creature dies, the other must save or drop to 0 HP. The two creatures are always vaguely aware of the other and know their general direction.


8. Dominate

C: 3+ PSP, R: 30’, T: Creature, D: [PSP] minutes

Using this ability requires a psychic link to be established, though they may save to resist. You utterly control the target creature, making them bend their will to your commands. They are devout servants to you and do whatever you say. If you issue a command that would be fatal to them or go against their core convictions (killing their true love, etc) they can Save to end the effect.

By spending {4 PSP} you can increase the duration of this ability to 1 week. After the initial successful use of this power on a creature, further uses only cost 2 PSP.



Psychoportive

While you have a psychic link you can teleport yourself up to 60’ up to the target, even without line of sight. You can do this a number of times equal to your Psion templates, then the link ends.


1. Time Shift

C: 1+ PSP, R: Touch, T: Creature or Object, D: 1 Hour

Touched creature or object is flung ahead in the time stream, appearing at a designated time point within the duration of the power. They effectively cease to exist until then, at which point they reappear in the same spot. An unwilling creature can save to resist this effect. By spending [1 PSP] the duration can be extended to 1 day. Alternatively by spending {6 PSP} you can go back in time to the start of your turn last round.


2. Jaunt

C: 1+ PSP, R: Touch, T: Creature or Object, D: 0

You or an object you touch are teleported up to 120’ to a point you can see or a direction you choose, however you cannot teleport into solid material. You can bring [PSP] additional creatures with you.


3. Swap

C: 1 PSP, R: 60’, T: Creature or Object, D: 0

Pick two targets, they both teleport, swapping places. If either creature is unwilling, or the item(s) are in the possession of unwilling creatures, they may save to resist this effect.


4. Banishment

C: 1 PSP, R: 30’, T: Creature or Object, D: [PSP] hours

Using this on an unwilling creature requires a psychic link to be established. Target creature is banished into a harmless space between spaces about the size of a room for the duration, reappearing at the end of the power. If the targeted creature is not native to this plane they instead are banished back to their home plane forever.

Alternatively you can take yourself and {PSP} other willing creatures into this space between spaces, giving you a safe respite.


5. Summon Energies

C: 1+ PSP, R: [PSP]x20’, D: 0

Choose a point, and open a portal to call forth raw planar energy upon all in a 10’ radius. Each creature takes [PSP]d4 damage, and can save for half. The usual elements you can call are fire, cold, lightning and acid. This generally pisses off nearby elemental spirits.


6. Teleport

C: 2+ PSP, R: Athas T: Self and [PSP] other creatures or objects, D: 0

The psionicist and all designated creatures and objects teleport to a chosen location that the psionicist can visualize or knows well. They are swapped with an appropriate amount of mass there. There is 5 – {PSP}% chance of something going awry during this process.


7. Planar Travel

C: 3+ PSP, R: Creation, T: Self and [PSP] other creatures or objects, D: 0

Chose a plane of existence that you are familiar with or have a tuning rod for. You and all designated creatures and objects are transported to that plane. A destination can be chosen but you are usually off target by 1d6 x 10 miles. They are swapped with an appropriate amount of mass there.


8. Summon

C: 1+ PSP, R: 10’, T: Planar Creature, D: [PSP]x10 minutes

Call forth a planar entity by type or by name, and summon one of those creatures before you. Name a task for the creature to complete, it must do so to the letter. Once they have finished their task they are free to do what they will, returning to their home plane at the end of the duration of the power or if they reach 0 HP.

Alternatively you may spend {4 PSP} and offer to pay the creature for its service. In doing so you extend the duration of the power until an end clause is met – there must always be an end clause. Note that the payments of spirits and otherworldly creatures is not the same as those of mortals.

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