Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Wednesday, May 1, 2024

UVG DW - Session 3

Dramatis Personae

Mac 'Driver - DWARF artificer with inherited golem armor
River Thornheart Steppelander witch/warchief's daughter
Uba Bigtooth Half-orc gunslinger cowgirl
Cordolan s'Abner Chief medical aristocrat of biomagical corruption (i.e., cleric)
R5F1 - Ancient golem archaeologist
Amaric diVridi - Greenlander hostler. Hired to care for the pack animals.
Taelin Nyxara - Violetlander Heretical biomancer agronomist and undergraduate wizard
Sonia - Artificial dryad re-awoken from the Great Mechanical Baobab Tree.

Sonia, the Artificial Dryad

Session 3 Notes

  • After escaping the barbarian sorcerer’s hideout on the Trail of Vomish dreams, the adventurers went back inside so that Mac could carefully dismantle the shrinking device.
  • They traveled back to the Iron Obelisk, dug a hole under it, reassembled the shrinking device, activated it, and shrank the obelisk to a more manageable size. They flipped it over and got the rubbings of all four sides.
  • With that accomplished, they traveled back to the Porcelain Citadel, where they sold the shrinking device to a somewhat disinterested Porcelain Prince for $4000.
  • They were wondering about the value of the octopus pheromones they looted in the last session and asked around. They heard an interesting rumor about some kind of “slumbering octopus deity at the bottom of a spring” in the Steppe of the Lime Nomads.
  • Taelin Nyxara mentioned that he wanted to go to the Steppe as well, since he heard about a “great mechanical baobab tree, whose sap has healing properties.” That suits his research interest of melding plants, animals, and machines.
  • They traveled to the Steppe of the Lime Nomads and quickly dispatched a flock of vome-infested birds with cameras for eyes, then discovered the Great Mechanical Baobab Tree.
  • Taelin used his phytomancer skill to commune with the tree and discovered a sentient mind inside. Thus, he awoke the slumbering artificial dryad, an ecological maintenance golem named “Sonia.” Sonia was distraught at the apparent failure of her ancient builders to “regenerate the biosphere,” and, with nothing better to do, agreed to accompany them.
  • They traveled to the High Road and the Low, where they stopped to revisit a discovery they witnessed earlier: the Motor Agate Outcrop. There was a conflict with a gang of vomish pseudo-archaologists, which they dispatched.
  • One of the vomes had a treasure map tattooed on its back, for some reason, pointing to the Serpent Stone.
  • Mining the Motor Agate Outcrop yielded a metallic humanoid skeleton, which they took as treasure.
  • They returned to the Violetlands, and on the way witnessed an errant Avatar of the Dead God, apparently summoned by inept cultists. Cordolan s’Abner tried to listen carefully to its incoherent bellowing, and witnessed a disturbing vision that rattled his psyche.
  • Deciding it would be better to avoid the Avatar, they circled around it, and thus arrived in the Violet City.

Monsters

Porcelain Hunter Golem 14HP 3 Armor
Group, Construct, Large, Organized
Damage: Slam (1d8+2, close, reach, forceful), Laser-Eyes (1d8, near, ignores armor)
Special Qualities: Robotic
Hulking humanoid golems deployed by the Porcelain Princes to keep out raiders and vomes. Unfortunately, their friend-or-foe recognition system is notoriously unreliable.
Instinct: To protect the Porcelain Citadel
Moves:
  • Radio for help
  • Mistake a friend for a foe
  • Chase a target tirelessly until it’s dead

Avatar of the Dead God 25HP 1 Armor
Solitary, Huge, Divine, Terrifying, Amorphous
Damage: Tentacles (1d10+3, reach)
Special Qualities: Divine hideousness, rapidly dissolving
Giant, many-tentacled blue monstrosity born of the flesh of the dead god of the Bluelanders. Summoned by an inexperienced cult. Rapidly dissolving into yellow slime.
Instinct: To make the world rot
Moves:
  • Inflict a rotting curse of the Blue God
  • Ensnare an enemy in its many tentacles
  • Bellow out a maddening cosmic truth

Artificial Dryad 12HP 2 Armor
Solitary, Magical, Intelligent, Devious, Construct
Damage: Crushing vines (w[2d8], close)
Special Qualities: Golem
A biosphere monitoring eco-golem merged into the Great Biomechanical Baobab in the Steppe of the Lime Nomads. Beautiful, plastic, and manipulative. Dreams of healing the biosphere.
Instinct: To reactivate the damaged biosphere
Moves:
  • Entice a mortal
  • Merge into a tree
  • Turn nature against them

Back-Jointed Archaeologists 6HP 1 Armor
Group, Construct, Devious
Damage: Serrated Claw (1d8, close, reach), Slagger (1d8, near)
Special Qualities: Cyborg, Disguised as humans
Vome-insect hybrids masquerading as human archaeologists. Found in the Low Road and the High.
Instinct: To seek resources for the hive
Moves:
  • Glitch out
  • Infect a helpless victim
  • Find/excavate a valuable ancient site
  • Mimic human behavior

Thursday, April 25, 2024

UVG DW - Session 2

Dramatis Personae

Mac 'Driver - DWARF artificer with inherited golem armor
River Thornheart Steppelander witch/warchief's daughter
Uba Bigtooth Half-orc gunslinger cowgirl
Cordolan s'Abner Chief medical aristocrat of biomagical corruption (i.e., cleric)
R5F1 - Ancient golem archaeologist
Amaric diVridi - Greenlander hostler. Hired to care for the pack animals.
Taelin Nyxara - Violetlander Heretical biomancer agronomist and undergraduate wizard

Session 2 Notes

  • The caravan traveled south from the Porcelain Citadel to the Trail of Vomish Dreams.
  • Shortly after arriving, they were beset by a swarm of razorflies, and were forced to take shelter for four days to avoid being cut up.
  • Once it was safe to travel again, they found the smashed remnants of a Porcelain Prince raiding party returning to the Porcelain Citadel. River's divination told her that they were likely attacked by a heard of biomechanical buffalo and crushed to death. The chest they were carrying was found to contain ten bottles of octopus pheromones (as Charm Cephalopod; go figure).
  • After searching around, they found what they were looking for: the fallen Iron Obelisk, covered in Black City glyphs. They took rubbings of the three exposed sides and realized it was spell notation, but they could not see a way to flip it over to get the last part.
  • They moved on to their next target: a ruined fort and trading post of a Vile-worshipping barbarian sorcerer.
  • They found the fort, but the only entrance was guarded by a thornstone shambler, a creature of stone and briars. They killed it, albeit with some difficulty.
  • Other things they found exploring the fort included:
    • A twisted, mutant tree that grew fruits with anguished human faces on them. They were able to pick a sack worth of them after sedating the animate and violent tree with magic.
    • The sorcerer's gold-plated hookah pipe.
    • A statue of an elf-lord, with a mysterious blue crystal embedded in it that was weeping source-code corrupting fluid. Enough to flood a room over many decades, at least. They carved it out with a chisel.
    • A shrinking machine in the form of a pedestal with a control panel. Possibly could be dismantled.
    • A green-glass monocle.
    • A fine mechanic's toolbox and manual on autogolem maintenance, in an underground garage infested with vome tunnelers.
  • Upon circling around, they found the green-glass monocle revealed an illusory door, behind which they found the Sunstone Spear, a chest of $200, and the sorcerer's backup power-album.
  • In so doing, however, they awoke a throng of angry radiation ghosts, who swarmed about the room reenacting the battle where they rebelled against the sorcerer.
  • Mac 'Driver used his ectoplasmic gauntlets to emit an energy wave that temporarily banished the ghosts, giving them a chance to escape.

Treasure

Sunstone Spear (close, reach, +1 piercing, 1 weight, $250). A spear of primitive aspect, with a haft carved from wood, a head made from a forged leaf-spring, and a large golden crystal stone just beneath, surrounded by green feathers. When you invoke the magic of the spear, roll+WIS. On a 10+, you fire a ray of searing light at your intended target (1d10, near, far, ignores armor). On a 7-9, choose one:
  • You put yourself in danger to get the shot.
  • The spear is drained of power, and cannot fire again until next sunrise.
On a 6-, the spear is drained of power.
This weapon once belonged to a prominent Steppelander shaman. If returned to the Steppe of the Lime Nomads, it could fetch an ample reward.

Mindbreaker’s Backup
Backup power-album created by the Vile-worshipping enchanter of the steppelanders, Grozbec Pale Bone.
Plastic-paper scroll, suggests trepanation for best effect, infested with memories
    Note: The spell "Forget" was adapted from Magical Industrial Revolution, by Skerples, another excellent and inspiring book that I recommend to every GM.

Charm Person
LV: 1 R: touch T: person D: indefinite
The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.

Forget
LV: 1 R: near T: person D: instant
Target person forgets the last 10 minutes. They may recall vague details, but no specific or useful information.

Blade of Grass
LV: 1 R: near T: one or more creatures standing close together D: instant
A fistful of grass transforms into a great, scything blade. Deals 2d4 damage to one or more creatures that are standing close enough together, per the fiction. Does not ignore armor.

Body of Grass
LV: 0 R: touch T: person D: 8 hours
One person touched physically dissolves into a patch of grass along with all of their gear, becoming undetectable. The sensation is akin to resting with one's eyes closed, and the target may sleep. Speaking, moving, or taking any other action also ends the spell. No spell or attack may affect the target in this state, but anything that would damage the patch of grass instantly ends the effect.

Monsters

Thornstone Shambler 19HP 2 Armor
Solitary, Large, Amorphous, Stealthy
Damage: Thorn whip (1d10+1, +1 piercing, close, reach)
Special Qualities: Plant, Stone
At rest, it resembles a giant pile of thorny briars, albeit with a strangely stone-like texture. It is, in fact, a form of ambulatory carnivorous plant life, with a wide “mouth” and two long arm-like clusters of briars. It spends long periods in hibernation, and can attack without warning.
Instinct: To feed
Moves:
  • Appear as an ordinary plant
  • Tangle up someone in its coils

Radiation Ghost 3HP 0 Armor
Horde, Magical, Devious
Damage: Slam (1d4, close, ignores armor)
Special Qualities: Incorporeal
Accreted remnants of personalities fried into the fabric of space and smeared across the vastness of time. Immune to physical damage.
Instinct: To seek a world that is long gone
Moves:
  • Inflict radiation sickness
  • Blind synthetic eyes, deafen synthetic ears
  • Show the way to a hidden treasure trove

Miniature Vile Tree 21HP 4 Armor
Solitary, Huge, Amorphous, Magical
Damage: Branches (1d10+5, reach, forceful)
Special Qualities: Plant, Immobile
Creepy looking tree with purple and yellow bark and a twisted, helical trunk. Grows blue fruits with anguished humanoid faces on them.
Instinct: To inflict pain
Moves:
  • Flail wildly around
  • Corrupt the source code of a victim.

Vomish Tunneler 10HP 2 Armor
Group, Large, Construct, Devious
Damage: Bite (1d8+1, close)
Special Qualities: Cyborg, Burrowing
Giant biomechanical worms that burst from the ground, hungry for protein and alchemical lubricants.
Instinct: To feed
Moves:
  • Burst from the ground without warning
  • Glitch out
  • Swallow a victim whole

Monday, February 26, 2024

The Gorge of Akatum

             I have realized that writing, formatting and posting play reports from my campaign is not nearly as fun or interesting as running them. I’m still writing them up for the benefit of my players, so I’ll probably post them all eventually. In the meantime, I’ve been trying to think of ways to write more regularly.

            Spark tables are neat. I’ve been collecting a few off the internet, here and there. Somehow, all of this came from the prompt “germinating gorge.”

The Gorge of Akatum



            Between the Mountains of Melanaster and the Plangent Plains lies a great fissure in the earth. The nomads of the plains call it “Akatum,” the name of an ancient monster spawned by Maug, Lord of the Abyss.

            The gorge is several miles in length and runs north-northwest along the foothills of the mountains. It gradually slopes downward from its southernmost point to an eventual depth of roughly 3000 feet, and it varies in width from 500 to 2000 feet, with the widest section being in the center and narrowing at either end.

            The gorge is home to a unique, hybrid ecosystem of underworld flora and fauna. The terrain is often wet and marshy from the rainwater that flows into the gorge, and the ground is covered in pale blue moss. In some sections the moss sends up long stalks with spore pods on the end, visually similar to tall grass. There are also stands of primordial spore trees with segmented trunks and fan-like leaves in varying shades of purple and green.

Impressions

  1. A thicket of purple and green spore trees, their spores falling like a gentle rain.
  2. A makeshift altar of scorched human and animal bones, the remnants of an impromptu void-worshippers’ ritual.
  3. An acrid stench and slithering sound emanates from a nearby talus, indicating the presence of CRABSNAKES.
  4. The air is thick with long, cylindrical insects with a dozen pairs of wings.
  5. The moss here is about to sporulate, the pale blue sporophytes taller than a man and as thick as tall grass.
  6. A pack of SAWTUSKS feasts on the corpses of mutant outlaws.
  7. A shallow creek trickling down the rocks, the mossy ground saturated with water all around.
  8. A herd of mutant deer with white fur, spindly limbs, extra limbs and extra eyes.
  9. Giant shards of bone-white chitin, the remains of a long-dead monstrous arthropod.
  10. Dismembered corpses of a failed expedition, arranged into a trophy display by an ARMORED CORRUPTER

Questions

  1. What do you hope to find within the gorge?
  2. What eventually became of the monster Akatum?
  3. What legends have you heard of the people who first encountered the gorge?
  4. What do you think lives in this gorge that scares you the most?
  5. Have you had any disturbing dreams concerning this place? What did you see?

Akatum’s Curse

The remains of an ancient monster spawned from the Abyss lines the depths of the gorge. These remains are still potent with foul, corrupting magic. It is hazardous to one’s health to remain in the gorge for a long period of time, causing you to become increasingly warped in mind and body.
Possible sources of exposure to the curse include, but are not limited to:
  • When you Make Camp within the gorge.
  • When you roll your Last Breath within the gorge.
  • When you take damage from a gorge lion or an armored corrupter.
  • When you eat the flesh of a creature of the gorge.
  • When you first see the Plunge.
Any time you are exposed to the curse, roll+CON. On a 10+, nothing happens. On a 7-9, mark one corruption point. On a -6, mark two.

            When your corruption increases, and your new corruption score equals or exceeds your Wisdom score, roll+WIS. On a 10+, reduce your corruption score by 1. On a 7-9, nothing happens. On a -6, you are driven mad, and become an NPC under the GM’s control.

When your corruption increases, roll on the table below. If you roll a corruption effect you already have, roll again.

d12

Effect

d12

Effect

1

Your eyes become milk white, though you can still see.

7

Your internal organs are riddled with eyes and teeth. Reduce your Constitution score by 1d4.

2

Your hair becomes pure white.

8

Your head swells with murky fluid. Reduce your Intelligence score by 1d4.

3

Your skin becomes pure white.

9

You become unnaturally gaunt and thin. Reduce your Constitution score by 1d4, but you only need to eat and drink half as much.

4

Your fingers become abnormally long, and your nails sharp.

10

You are haunted by horrible nightmares every night. You even see horrible things when you close your eyes, or are in the dark. Reduce your Wisdom score by 1d4.

5

Your teeth grow sharp, and you gain the ability to unhinge your jaw like a snake.

11

You gain 1d4 extra arms. They are thinner and weaker than your usual arms, and cannot wield weapons, but they may be an asset for climbing, grappling, or other such tasks.

6

Your skin hardens into an exoskeleton, and your joints are segmented like an arthropod. You gain 1 natural armor.

12

You gain 2d6 extra eyes, not all of which may be on your head. You take +1 forward to Discern Realities, and can see in the dark.


Removing the Curse

            Even if the effects are purely cosmetic, players will likely want a way to remove the curse. Here are a few ideas:

Shamanic Purification Ritual – 15 coins

            Pay a shaman of the plains nomads to perform a folk-magic purification ritual. Takes one hour, and can remove 1 point of corruption per day.

Clerical Purification Ritual – 50 coins

            Travel to a cathedral with a proper font and altar, and pay an ordained priest to perform a purification ritual. Takes one hour, can remove 1d6+1 points of corruption. Can be repeated multiple times in one day.

Bath of Expurgatory Salts – 100 coins

            A skilled wizard or alchemist can concoct a particular kind of purifying salts which the afflicted may add to a hot water bath. As they scrub themselves clean, the curse will flow from them like common dirt. However, the wizard may wish to keep the bathwater to distill the curse-essence for “study.” Takes one hour, and sets a players’ corruption score to zero.

Divine Bounty

            If you harvest an intact Claw of Corruption from an Armored Corruptor, you can sacrifice it in a holy place ordained by any god inimical to Maug (which is most of them), and reduce your corruption score by 2d4 points.

    When your corruption score is reduced by any amount, by any means, select one of your corruption effects at random. If it resulted in a change to your ability scores, your ability scores return to normal after your next rest. Any cosmetic effects slowly fade over 1d6 days.

    When your corruption score is reduced to zero, all remaining corruption effects fade slowly over 1d6 days. If any resulted in a change to your ability scores, they return to normal after your next rest.


Points of Interests


Madman’s Rappel – A charted route down the side of the gorge with marked footholds and hazards, pitons driven into the rock, and fortified rest areas. A few run-down cabins at the bottom are all that is left of a long-abandoned base camp.

Poisoned Hut – This simple wooden hut was once the home of Wicked Reza, a heretical, void-worshipping witch. The hut now lies in the middle of a bog of unnatural, poisonous sludge, the residue of a failed experiment. Moans and screams echo from the hut at night, leading some to think that Reza’s ghost still haunts the area. The poison keeps would-be looters at bay, so there may yet be valuables within.

Sir Gilroy’s Grave – A renowned paladin once led an expedition into the gorge to route the Maug-worshipping cultists who lived within. They failed, and Sir Gilroy was slain along with most of his retinue. The retreating survivors barely had time to give Sir Gilroy a shallow grave, now marked with his sword and rusting armor.

Brynstan’s Hideout – Brynstan the Bandit was an infamous outlaw and highwayman who terrorized merchants and nomads on the plains for years. When the law caught up with him, he and his gang took refuge in the Gorge of Akatum, believing that their pilfered folk-magic talismans would protect them from the curse long enough for the heat to die down. This fortified camp built within a natural alcove in the wall is their hideout, now inhabited by crazed, curse-warped degenerates. Brynstan’s gang is mostly dead, but the hideout has become a haven for desperate outlaws who replenish their numbers.

The Plunge – The lowest point of the gorge is covered with a roof of stone, becoming a cave. At the very back of this cave is a smooth, straight shaft, perfectly circular and fifty feet across. The Dark Diver Cultists claim it goes all the way down past the Underworld, past Hell, and straight into the Abyss. The pit exudes a sinister magnetism, beckoning the subconscious minds of men to throw themselves in. Many of the Dark Diver Cultists do just that, as a sacrament to Maug.

Purifier’s Ruins – Ancient fort made of stone quarried straight from the gorge, very near the bottom. Once served as a home to an ancient sect of holy knights who fought the abyssal monsters that emerged from the Plunge. The stones are covered with deep gouges, as if assailed with pickaxes. Now a hideout of void-worshipping cultists.


Creatures of the Gorge

Crabsnake     3 HP    0 Armor
Horde, Small, Stealthy
Damage: Acid Spit (1d6, close, near, ignores armor)
            This loathsome creature has a thick, serpentine body longer than a man is tall, with a multi-legged crab-like structure for a head. It moves itself around with its thick tail, and clings to rocks and prey with its jointed legs. They lurk in the cracks in the walls of the gorge, and are fiercely territorial ambush predators. They spit acid both to defend themselves and to bore holes in the rocks to make their nests.
Instinct: To defend its nest
Special Qualities: Wall-climber
Moves:
  • Attack without warning from a hiding spot.
  • Slither into a crack in the rocks.
  • Spit acid in the eyes, causing temporary blindness.



Dark Diver Cultists   6 HP    1 Armor
Group, Magical, Intelligent, Organized
Damage: Dagger (1d8, hand), Shadow Orb (1d6, close, ignores armor)
            The gorge is a sacred place to Maug, Lord of the Abyss, and Akatum is one of his most cherished offspring. These men and women have heard the siren song that tempts them to sweet annihilation, and embrace Akatum’s blessing. They seek to convert new followers to their cause, and new sacrifices to offer to the yawning maw of the Plunge. And failing that, they offer themselves, diving headlong into the Abyss in holy sacrament.
Instinct: To honor and worship Maug
Moves:
  • Weave the gorge’s corruption into a spell
  • Rally their fellow cultists to face a common threat
  • Preach about the glory of Maug, and tempt others to annihilation

Sawtusk          6 HP    1 Armor
Group, Organized
Damage: Bite (1d8+2, close, messy)
            A pack-hunting organism originating in the strange, primordial environment of the Underworld. It looks like a strange arthropod with a long body of wide, curved segments and six spindly legs. It has multi-faceted black eyes on the end of eyestalks, and a pair of curved, tusk-like palps lined with serrated teeth. Despite their appearance, they neither spread the curse of Akatum, nor are they affected by it.
Instinct: To hunt
Special Qualities: Blindsight
Moves:
  • Track prey by scent
  • Summon the rest of its pack for aid with a shrill, rattling cry
  • Gang up on the strongest foe
 
Gorge Lion    8 HP    0 Armor
Solitary, Small, Stealthy, Devious
Damage: Bite (1d8, close)
            These creatures are the descendants of curse-warped mountain lions, and are a common ambush predator of the gorge. They resemble a hairless mountain lion with bluish-gray skin, covered in a crazed web of bulging dark varicose veins. The contrast between the dark veins and lighter skin serves as natural camouflage, like a tiger’s stripes. These predators are particularly feared, not just because of the physical danger, but because their fangs bear the curse.
Instinct: To stalk its prey
Moves:
  • Blend into its environment
  • Move silently to stalk its prey
  • Expose its prey to the Curse of Akatum with its bite
 
Corrupted Outlaws   3 HP    2 Armor
Horde, Intelligent, Organized, Hoarder
Damage: Spear (1d6, reach)
            Fear of the curse keeps all sensible people well away from the gorge. Desperate outlaws have long used this to their advantage, hiding where the law dares not follow. The curse has warped their minds and bodies. The new ones accept it as the cost of doing business. The older ones have long lost any sense of anything wrong, along with their humanity and desire to return to society.
Instinct: To steal
Moves:
  • Demand tribute
  • Perform a suicidal charge
  • Flee, then return in greater numbers
 



Armored Corrupter  14 HP  4 Armor
Solitary, Divine, Hoarder
Damage: Claws (b[2d10]+2, close, messy), Tar Spit (1d6, ignores armor, near)
            The terrifying spawn of Akatum disgorged from the bowels of the abyss, the armored corrupter resembles a benthic isopod if were larger than a man and walked upright. It has a thick gray exoskeleton, tiny black eyes glittering with malice, and an ostensibly random assortment of barbed, segmented limbs, some of which are tipped with vicious, hooked claws. It doesn’t even need to eat; it kills prey for sheer pleasure and arranges their corpses in grotesque displays. It cements shiny trinkets from its prey to its exoskeleton with the thick black tar it spits, and it spreads the corruption to all it touches.
Instinct: To kill and corrupt
Moves:
  • Inflict the curse through its attacks
  • Rip its prey limb from limb
  • Immobilize its prey with its many grasping limbs

Treasures of the Gorge

      

      Shamanic Anti-Curse
(50 coins, 1 weight)
            This crude clay pot is adorned with polished stones, feathers, and animal bones. It is consecrated with the shamanic magic of the nomads of the Plangent Plains to absorb the power of Akatum’s curse. Whenever your corruption score would increase, roll 1d6. On a 1-5, you take no corruption. On a 6, you take no corruption, but the vessel shatters, spilling black sludge.
 
Gorge Lion Fangs
            These are the fangs of the mutated mountain lions that live in the gorge. They can be attached to an arrowhead, manually inserted into a targets flesh, or ground into a powder and ingested. This exposes the victim to Akatum’s Curse.
 
God-Chitin Armor
(3 armor, worn, clumsy, 3 weight)
            This suit of armor is made from the pale chitin of some monstrous arthropod. Whenever you put it on, you are exposed to the curse. However, you are immune to the curse as long as you wear it, and no subsequent exposure can increase your corruption score.
 
Darkdream Spores
            A bag of spores collected from a certain underworld moss. When you inhale the darkdream spores and then go to sleep, roll+WIS. On a 10+, ask one question from the list below. On a 7-9, ask a question, but also increase your corruption score by 1. On a -6, increase your corruption score by 1, and you gain no useful information.
  • What is the most likely thing to kill me in the near future?
  • What is the worst thing that is likely to happen to me in the near future?
  • What is my enemy’s darkest secret?
  • Where is the nearest holy place/worshipper of Maug?
 
Blood Magic Ring
            This ring is carved from chitin, and has a tiny barb on the inside which pierces the skin. Whenever you cast a spell while wearing this ring (or spell-like ability, per the GM’s discretion), you may choose to sacrifice 1d4 hit points. You may re-roll the relevant check, or re-roll the damage dealt/healed, and take the better result. You can choose to use this before or after making the roll.
 
Claw of Corruption
(hand, +2 piercing, 1 weight)
            A chitinous, hooked claw harvested from an armored corruptor, suitably intact to use as a weapon. Alternatively, it can be sacrificed on a consecrated altar to show your deity that you have vanquished a beast of Maug. The claw is lost, but you reduce your corruption score by 2d4.

Saturday, February 10, 2024

The Inquisition - Using them as a faction in TTRPGs

 The Inquisition

Obligatory Monty Python reference. Let's just get it over with.
It had to be done. Let's just get it over with.

    Lately, I've been intrigued by the concept of an "inquisition" as a faction in a fantasy setting. It allows the possibility for nuanced roleplay and moral ambiguity.

The Inquisition in Real Life

    I should note, however, that there was no moral ambiguity to the real life Inquisition. They were agents of the tyrannical farce that is the Catholic Church, tasked with hunting down and punishing those Catholics who stepped out of line in terms of theology or practice. The very idea of a religious inquisition in real life is an atrocity.
    For a detailed coverage of the Inquisition, I recommend ESOTERICA, the YouTube channel of Dr. Justin Sledge. He has a couple of excellent videos on the subject here and here.
    Given that gods, demons, witchcraft, etc. don't exist in real life, their very mission was a crime against humanity. Any one of them was woefully misguided at best. Even so, there are a few common misconceptions about them which open the possibility for interesting narratives in fiction.
  • Muslims and Jews were usually not subject to the Inquisition. The purpose was to keep other Catholics in line. Religious minorities typically had some kind of legal protection, given that they were necessary for the economy.
  • Torture and execution were not the default methods for inquisitors. Many of their victims were merely interrogated, tried, and forced to perform an act of penance, such as wearing a mark distinguishing them as heretics for the rest of their lives.
  • The Inquisition didn't have free reign to just torture and execute anyone they wanted. There were strict rules and regulations. Accusations of heresy were often taken to trial, similar to any other crime.
  • Inquisitors didn't just rationalize what they were doing as saving souls. Some of them viewed themselves like a sort of doctor, specializing in treating ailments of the soul.

The Inquisition in Fantasy

Now we're talking!

    Fantasy introduces the unique possibility that the Inquisition has a legitimate point. In fantasy, gods, demons, witches, etc. are both real and dangerous. When a fantasy inquisitor burns a witch or tortures a heretic, they might actually be helping someone and not just rationalizing.
    At best, the Inquisition could be considered something like the police: often overzealous in their use of force, but undeniably necessary. Alternatively, they could be compelling anti-villains: a faction that started with laudable intentions but whose image has been tarnished with irredeemable methods.

Ideas for Using the Inquisition in Your Game

1. A village is locked down by the Inquisition. Someone in the village is allegedly a powerful sorcerer, dealing in forbidden magic. The Inquisition won't let anyone leave until they're found.
  • What if there actually isn't a sorcerer there?
  • What if the sorcerer is an important NPC the PCs need?
  • What if the PCs urgently need to leave, but the Inquisitors are stopping them?
  • What if the sorcerer is a heretic, but a cherished member of the community?

2. The PCs have heard rumors of an evil cult that has set up shop in a nearby dungeon. The problem is, the Inquisition has heard of it, too. The PCs have to hurry to defeat the cult themselves. If they don't, the Inquisition will, and confiscate all the sick magic loot!

3. A noble patron has an embarrassing problem. Their court wizard has been dabbling in forbidden magic and it has all gone horribly wrong. Their tower is now cursed/overrun by monsters/a portal to Hell, and the noble desperately needs someone to sort this out before the Inquisition finds out.

4. One of the PCs has been accused of heretical magic (which might actually be true), and now the Inquisition is after them. If they're caught now, they'll be unceremoniously hauled off to the jailhouse and dragged before an unsympathetic magistrate. Their only hope is to find a way to prove their innocence before the Inquisition catches them. Or, failing that, find a powerful ally who's willing to stick their neck out to advocate for them.

5. Despite having caused trouble for them in the past, the Inquisition finds themselves dealing with an existential threat to the kingdom that they can't handle on their own. They reach out to the PCs for help. The PCs and the Inquisition need to find a way to put aside their grievances for the greater good, at least for now.

6. An NPC mage possesses crucial information/magical resources that the players desperately need, but they find out that the mage is languishing in the Inquisition's dungeon awaiting trial. They need to get him out or otherwise secure his release, and do so clandestinely so as not to call the full wrath of the Inquisition down on them and/or cause a political scandal.

The Inquisition in Dungeon World

    This blog is allegedly about Dungeon World, after all.

The Inquisition as a Danger in your Campaign Front

The Inquisition
Type: Religious Organization
Impulse: To seek out and destroy heresy, no matter the cost
    The recent troubles in the kingdom bear the signs of unclean magic. In particular, there are rumors of a gang of heavily armed "adventurers" whose activities seem to correlate with recent disturbing events. The Church Elders have convened, and decided to dispatch the Inquisition to investigate. Whoever is behind the recent troubles, the Inquisition will stop at nothing to uncover the truth.
Grim Portents: 
  • Rumors swirl of the Inquisition taking an interest in the recent troubles, particularly the PCs' activities.
  • An Inquisitor approaches the PCs to ask them a number of pointed questions.
  • Upon entering a dungeon/adventure site, the PCs find clear evidence of the Inquisition already having been there.
  • A friendly NPC known to the party is arrested for "questioning."
  • Inquisition forces lock down a local settlement and establish security checkpoints.
  • An Inquisitor approaches the PCs, accusing them of consorting with witches/demons, demanding that they submit proof of their innocence.
Impending Doom: A warrant is issued for the party's arrest, on suspicion of heretical activities. Patrols of Inquisitors will be looking for them, and in any civilized place with a church, they risk being recognized, reported, and shunned.


Inquisitor    6 HP    1 Armor
Group, Intelligent, Organized, Devious
Damage: Sword (d8, close), Crossbow (d8, +1 piercing, near, far, reload)
    Hard-eyed, pitiless enforcers of the Church. In the cities they may wear the vestments of priests, but in the countryside they can be recognized by their dark leathers, wide-brimmed hats, and badges of office. They have sworn an oath to uncover the Church's enemies, be they witches, diabolists, necromancers, or mere heterodoxy. They will stop at nothing to bring heretics back into the fold and make them atone for their sins. Or, failing that, kill them outright.
Instinct: To root out heresy
Moves:
  • Find evidence of heresy
  • Interrogate and/or intimidate the locals
  • Petition the religious authorities for support

Holy Bulwark    14 HP    4 Armor
Solitary, Intelligent, Divine
Damage: Great Mace (d10+4, close, forceful)
    These heavily armored warriors provide much-needed martial support to Inquisitor forces working in the field. While they lack the tact and subtlety of their Inquisitor brethren, they more than make up for it in sheer might. Their weapons and armor are consecrated, and every one of them is ready to die for the cause.
Instinct: To destroy enemies of the church
Moves:
  • Take the blow meant for an ally
  • Smite an enemy of the faith
  • Pray to their god for strength

Knight Hospitaller    8 HP    2 Armor
Group, Intelligent, Organized, Magical, Divine
Damage: Mace (d8+2, close)
    This is the side of the Church they prefer you to see. These holy knights were charged with the noble task of providing healing, aid and protection to the faithful. Sometimes that means establishing charitable hospitals in impoverished lands, and other times that means accompanying heroes into the lightless vaults of evil and getting them all out alive.
Instinct: To aid those in need
Moves:
  • Provide healing to the wounded
  • Remove a curse or illness
  • Call on grateful followers for support

Exorcist    6 HP    0 Armor
Group, Intelligent, Magical, Divine
Damage: Mace (d8, close)
    The Inquisitors are generalists where the Exorcists are specialists. There is an invisible world around us, where lurk horrors beyond mortal comprehension. Wherever there are restless ghosts, shambling undead, or rapacious demons to threaten the common people, the Exorcists will soon follow to send them back where they belong.
Instinct: To protect others from foul spirits
Special Qualities: Can sense evil
Moves:
  • Drive out undead or demons
  • Perform an exorcism
  • Pray to their god for protection

Theurge    12 HP    1 Armor
Solitary, Intelligent, Organized, Magical
Damage: White Lightning (d10, close, far, ignores armor), Dagger (d8, hand)
    Clerics aren't the only spell casters who work for the Church. With all the evil wizards and witches afoot, it pays to have a few on the side of the angels. And after all, what are the gods if not the wisest and most powerful magic users of all? Many a wizard has deliberately sought out service in the Church to try and get closer to this font of primordial knowledge. For some, this is just better than prison.
Instinct: To seek knowledge of the divine
Special Qualities: Educated
Moves:
  • Cast just the right spell
  • Counter unclean magic
  • Summon an angel (or demon) for aid or guidance

Friday, January 26, 2024

Invisible Monsters

    In the course of thinking of interesting things to write about, I thought about the theme of “invisibility” with respect to monsters. Here begins some of the original content for this blog veering away from the Skycrawl campaign.

Why is it invisible?

Invisibility as a survival tactic
    Such as a wizard using the Invisibility spell to avoid being targeted. The gelatinous cube is something like this as well, since it’s an ambush predator.

Invisibility as a curse
    I’m not aware of any example of this in TTRPGs, but it’s the basis of H.G. Wells’s “Invisible Man.” Being invisible and unable to turn it off would naturally alienate one from the rest of society, even if it doesn’t turn you into an antisocial killer.
    There’s also the fact that if your body was completely invisible, that would include your retinas. Invisibility means blindness. That might be an interesting complication for a botched invisibility potion or spell.

Invisible due to its material
    Some monsters are invisible by their very nature. The invisible stalker is like this, and I imagine most ghosts are like this, too. I think of ghosts as fading in and out of visibility not as some kind of combat strategy, but just because they’re acting out their last moments in life, or whatever. I don’t see how anyone could die, be cursed to remain between the veil of life and death unable to pass on and forced to reenact the last moments of their life and remain sane.


Handling Invisibility in Dungeon World

    The core rulebook is pretty light on details regarding visibility and light. I think a good way to handle it would just be to impose a -2 penalty to Hack and Slash against an invisible opponent. 
    Ranged attacked against an invisible opponent seem practically impossible. I would rule that they automatically fail.
    If the players figure out what’s going on, they might try one of the mitigation techniques described below. Depending on the details, it might reduce the penalty or negate it entirely.

How to defeat an invisible monster

Smoke/mist
    An invisible monster might leave a noticeable void in a bank of smoke, mist, or other semi-opaque gas.
    This might make Volleying possible, albeit with a -2 penalty, and reduce the penalty for Hack and Slash to -1.

Water displacement
    Similarly, an invisible monster would displace water. If they were partially submerged, you would just have to aim for the spot above the leg-shaped void in the water’s surface. Take a -1 penalty to Hack and Slash, and a -2 to Volley.

Grass/foliage displacement
    Extremely tall grass or dense foliage would be disturbed by their passing. This might be completely negated if they just hold perfectly still, though. Take a -1 penalty to Hack and Slash and Volley, as long as the target is moving.

Paint/dye
    Depending on how thoroughly coated the target is, this might render their invisibility completely useless, negating any penalty to attacking them. The only problem is that it requires a corporeal target, so that rules out ghosts and the like.

Reflections
    Now we’re getting into the more interesting stuff. Suppose a monster is invisible because it’s partly in another dimension, like the mirror realm or something. Or maybe a ghost with reverse vampire rules. I’m pretty sure Paper Mario did something like this once.
    When fighting an enemy by observing its position through a reflection, take a -1 penalty to Hack and Slash or Volley.

One eye blind
    This ritual is an important part of a shaman’s initiation, in certain traditions. A stick is burned in a special, consecrated fire, and the glowing coal at the tip is pressed into the initiate’s eye. Though blinded to the physical world, the eye is forever open to the spiritual. Which means the ability to see through any invisibility and illusions, at the cost of depth perception.
    As a solemn, sacred rite, this is not likely to be for sale. It might be necessary to blackmail a witch doctor, which will certainly come back to haunt the PCs later.

Cat
    All cats have the innate ability see the invisible. Everyone knows that. Why else would they be constantly batting or staring at things no one else can see? Why else would witches always keep them around? The terrified hissing of a cat at an ostensibly empty corner might give you precious time to react to an approaching evil spirit.

Monsters

DS2 is good, actually.


Forest Hunters    6 HP    2 Armor
Group, Organized, Intelligent, Stealthy
Damage: X
    Once there was an evil wizard who lurked in the deep woods, commanding a band of outlaws to attack travelers and his rivals. His favorite tactic was to cast a spell of invisibility on his entire squadron, making them unparalleled at ambush tactics.
    The outlaws ate like kings, and all was well until a stray crossbow bolt struck the wizard in the head. Despite being dead, his invisibility spell remains. The outlaws and all their gear are now permanently invisible, with no way to undo it.
    They have remained in the forest, lurking around their former master’s lair. Their permanent invisibility has alienated them from their fellow beings, making them as nihilistic and ruthless as they are dangerous.
Instinct: To take by force
Special Qualities: Invisible
Moves:
  • Vanish into the mists
  • Attack without warning
  • Call for reinforcements
Starvelings    1 HP
Group, Small, Stealthy, Devious, Magical
Damage: N/A
    These are the ghosts of children who died in conflict, mostly of starvation or exposure. They have an instinctive need for food and warmth, despite being unable to benefit from it. Food despoils at their touch, and fires spontaneously go out. Their presence may only be heard by occasional, faint crying.
    A cleric can turn them, as any undead, but failing that, they can be lured with soothing words towards an orphanage or a soup kitchen, which causes them to pass on to the afterlife immediately.
Instinct: To seek food, warmth, and safety
Special Qualities: Incorporeal, Invisible
Moves:
  • Despoil food with a touch
  • Extinguish a fire
  • Cry

Ghost of the Theater    10 HP
Solitary, Stealthy, Magical
Damage: Thrown object (1d8, close, near, forceful)
    There once was a rising star in the theater. A bard and thespian of remarkable talent. They were scheduled to play the lead role in a well-loved play, and were thrilled to learn that the Duke and his family would be in attendance.
    But in the week before opening night, they were murdered by a jealous rival, who hid their body in an unused cistern beneath the theater. Now the ghost of the murdered actor haunts the theater, causing mayhem and terror, desperate to be seen.
Instinct: To seek attention
Special Qualities: Invisible, Incorporeal
Moves:
  • Wail and moan
  • Stage an unfortunate "accident"
  • Levitate and throw objects

Mist-Wolf    4 HP    1 Armor
Horde, Stealthy, Magical
Damage: Bite (1d6, close, +1 piercing)
    Humans weren’t the first species to develop magic. And neither were the elves. In certain remote regions of the world, even species of subhuman intelligence show some rudimentary magical ability.
    In their natural state these creatures resemble slender wolves with long silver fur and a distinctive crescent moon pattern of lighter fur on their backs. They possess the magical ability to become invisible at will, making them the perfect ambush predators.
Instinct: To hunt prey
Moves:
  • Turn invisible
  • Howl for others of their pack
  • Track prey by scent

Killer Tulpa    16 HP
Solitary, Intelligent, Stealthy, Devious, Magical
Damage: Imaginary weapons (d10, close, ignores armor)
    A “tulpa” is an entity born from their creator’s imagination, yet somehow achieves a degree of autonomy. The killer tulpa is one meant specifically to harm.
    A victim becomes vulnerable to a killer tulpa when they learn of their existence. They might read of it in a book or have it described to them aloud by an enemy. Once you become aware of it, it effectively “lives” in your head. You can attempt to reason with it by imagining a conversation.
    Given its imaginary nature, a tulpa can’t be harmed by conventional means. Any effect that erases it from your memory effectively makes you immune, unable to harm it or be harmed by it unless you are reminded about it again.
Instinct: To kill
Special Qualities: Imaginary
Moves:
  • Spread through memetic contagion
  • When you are attacked by a hostile tulpa, roll+INT. On a 10+, you avoid damage. On a 7-9, you take damage, but are able to deal your class damage as a counterattack. On a -6, you take damage.
  • When you imagine attacking a hostile tulpa, roll+CHA. On a 10+, deal your damage. On a 7-9, choose 1:
    • You open yourself to danger, taking a hit from the tulpa.
    • It was only a glancing blow: -1d6 damage.
    • You deal damage, but your mind reels from psychic feedback. You are momentarily stunned.

Anti-Vampire    10 HP    1 Armor
Group, Intelligent, Stealthy, Magical
Damage: Claws (1d8, close, +2 piercing)
    They were much like us, once. They walked beneath the sun, lived off the land, and lived and died. These wretched creatures once belonged to an ancient clan of warriors who served a great emperor. But, fearing their power, he made war against them and banished them into the land of mirrors.
    They can only be found in the ancient crypts and undercrofts of the long-vanquished empire, where dusty, accursed mirrors still adorn the sealed-off chambers.
    They first appear as a visual distortion in the reflection, like a swirl of color bending the light. They soon resolve into tall, gangly humanoids whose translucent bodies are striped with white. They have long, sharp claws on their hands, mouths full of teeth, and huge, pale eyes filled with hatred.
    They can only be seen in reflections, hence the name. Provided you can fight them while looking at your reflection, they can be fought and killed as normal.
Instinct: To seek revenge
Special Qualities: Only visible in mirrors
Moves:
  • Suddenly appear in a reflection
  • Fly into a murderous rage

Solar Exile    6 HP    1 Armor
Group, Intelligent, Stealthy, Magical
Damage: Firebolt (1d8, near, ignores armor), Improvised Weapon (1d6, close)
    In ancient times, it was a popular rite of passage among powerful mages to challenge the sun itself. Those who succeeded in stealing a spark of the sun's fire were rewarded with tremendous power. Those who failed, however, made themselves enemies of the sun forevermore.
    They were cursed to never again receive any of the sun's heat or light, even indirectly. They are invisible, and see only blackness. Though they can eat, most sources of calories ultimately derive from the sun, so they can derive no nourishment from them. They lurk about, swaddled in invisible rags to try and ward away the bitter cold they always feel.
    Starvation, hypothermia, and age cannot kill them, thanks to their immortality charms. They live underground, seeking warmth from the planet's core and licking algae off of geothermal vents. Despite their wretched existence, they know that what awaits them is even worse.
Instinct: To seek food and warmth, apart from the sun
Special Qualities: Invisible
Moves:
  • Yell insane ramblings
  • Cast a devastating spell
  • When you feed a Solar Exile food that was made completely without sunlight, they briefly regain their lucidity, and will be grateful.

The Tremor Swamp - My Entry for the Knave 2E Adventure Jam

           Once again, I awaken from my slumber, with momentous news: I am now officially a TTRPG publisher. I have just submitted my first ...