|Commissioned from Scrap Princess|
Sunday, November 15, 2020
Sunday, November 8, 2020
It's GLOGvember now, get off my case. Part one is here. Also technically counts for GLOG WEEK, no matter what Oblidisideryptch says.
Day 8 - Mystery
Travelers in the Hive Cities would be remiss to think the dry-eyed people of that land have no religions. They have many, all hidden from the view of outsiders.
These Mystery Cults share some traits - baroque social orders, complex rituals, and an effect. Unlike the other religions of the world, the Mystery Cults work, contacting something out there that helps them.
1d4 Mystery Cults of the Hive Cities
The Mystery Cults use the format of A Distant Chime's Shrines and Saints.
Patron of the desperate and the dying. Saves those who deserve it. Those uninitiated call to him frantically, to help themselves. Those of his Cult save their prayers for others.
Shrine: A pair of scales, one side filled with water.
Cult: Largely composed of judges and other agents of the state, although they will accept anyone. Aspirants are locked in a room in pairs, then abandoned. If they cooperate to escape, they are accepted. If they attempt to save themselves, they are abandoned.
R: 100' T: 25' radius D: [sum] minutes
Clouds form in the sky, flooding an area with enough water to survive for [dice] days if collected. If 2 or more dice are used, you may also strike the area with [dice] bolts of lightning, each doing 1d8 damage.
1. Save the dying, no matter their allegiance.
2. Eat and drink only when necessary.
3. Be just in all your decisions.
Hopes only to be free.
Shrine: A string knotted with feathers, tied to the highest point accessible.
Cult: Cousin Birdcatcher's worship is favored by those who want change. While many join as a symbol, assassins and rebels often leave prayers to Cousin Birdwatcher for more direct reasons. Initiation is simple - climb to the nearest shrine, and take it. The rest of the cult will try to stop you.
R: 0 T: self D: until landing
Shoots you [sum]*2 feet into the air. You fall at 1 foot per minute until you land. You can still act while falling.
1. Support the shrine with one feather each day.
2. Lead everyone deserving into the cult.
3. Always have an open route between you and the sky.
Killed the first dragon, freeing the Hive Cities.
Shrine: There are no shrines, only totems - tiny sculptures of a dragon's skull, which only work if broken.
Cult: Hunters and their families make up most of the cult. There is no initiation - the cult will come to you if they feel you deserve entrance. This tends to lead to nepotism and other unfair influences.
R: Touch T: one projectile D: instant
Bless an arrow or stone with Father's sight. The next attack with the projectile gains [dice] damage and always hits. The attack can accomplish impossible feats, like curving around corners.
1. Never hurt that which could not hurt you.
2. Never hurt something, then leave it alive.
3. Be the last to eat from what you kill.
Took the sun from Brother Bricklayer after he dropped it, burning the world.
Shrine: A piece of glass, pulled from the desert after the storms end.
Cult: Hide in plain sight. 3 people walk past, each wearing discs of hammered metal on your forehead. If you ask what they are, they respond "Oh, you're so clueless!", then walk further.
R: 0 T: Self D: [dice] hours
Project an orb of light, as bright as a torch, from your hand.
1. Shun fire and its glow.
2. At dawn, bow to the sun in public.
3. Expose secrets, except those that would cause harm.
Saturday, October 17, 2020
This is the continuation of a series, where I interview members of the OSR community.
A: So, introduce yourself - name, blog, social security number, etc.
Sunday, October 11, 2020
Fractal Meadows of Reality is a new blog, started last month. It's already excellent. Their second post, on the demiplane of the Glass Fields, has a few references to Blood-Knots - strange assemblages of blood and glass, that whisper secrets - and the hermits who live around them.
Immediately, those words leapt off the screen and beat me over the head, crying "make a GLOG class".
Hermit of the Blood-Knots
- Lose 1 HP worth of blood to give someone else 1 HP.
- You can step through your shadow. Normally, this lets you move an extra 5 feet. Being tricky with bright light and long drops will let you extend this.
- After you drink something, it suffuses your blood. You may take 1d4 damage to create another dose of the substance.
1. Sent to Seek
R: 100' T: N/A D: [dice] Rounds
You can peel off one of your shadows and send it hunting for a specific object. It uses your Wisdom score + [dice] for search rolls, if those are required.
2. Draining Needle
R: 30' T: [dice] creatures D: [dice] rounds
You conjure the life-draining glass flora of the Fields, throwing them like knives. Targets take [most] damage each round of the duration. You regain [dice] health each round.
3. Listen to the Blood
R: N/A T: Self D: [dice] rounds
Your blood whispers to you. It can answer [dice] questions from this list, or others.
- Where is the person you like most?
- Who hates you the most?
- What is the most threatening thing in this area?
- How does this person feel?
4. One is Preserved
R: Touch T: one creature D: Instant
A creature gains [sum] HP. Any dice used in this spell are automatically exhausted.
5. Another is Sacrificed
R: Touch T: Self/1 wizard D: Instant
Recharge [dice] MD. You may recharge another wizard's MD if you wish. In exchange, you or a willing participant lose [dice] max HP, permanently.
6. Raise the Pillars
R: 100' T: N/A D: Instant
[dice] pillars of glass, [sum] feet high, rise up from the ground. They move slowly, carrying people up rather than impaling them.
7. Heat Glass
R: Sight T: [dice] pounds of glass D: Instant
Glass shies away in fear of your gaze, and melts. On contact with a person, molten glass does [dice]d8 fire damage.
8. Silent Message
R: Sight T: [dice] creatures D: Instant
Send a message to [dice] creatures you can see. If you spend 2 or more MD, they can respond.
R: 40' T: 20' radius D: [dice] minutes
No sound can be emitted in the radius. This prevents most spellcasting.
10. Stallion's Path
R: 30' T: 30' line D: instant
A line in front of you is parted, shoving everything off to the sides.
1 [dice]: shoves people
2 [dice]: shifts trees
3 [dice]: splits buildings
4 [dice]: parts small lakes
11. Into/Out of the Fields
R: 500' radius T: N/A D: [sum] minutes
You and everyone else in a 500' radius are thrown into or out of the Glass Fields. NPCs who do not expect this transition must immediately make a Morale check.
12. Blood to Glass
R: Touch T: one creature D: Instant
The target's blood turns to glass. They must make a CON save - if they pass, they take [sum]*2 damage. If they fail, they take [sum]*[dice] damage and one part of their body is turned to glass permanently.
1. MD only return to your pool on a 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Lose 1 MD for 24 hours.
5. You must sacrifice 1 HP per MD you regain for 1d4 days.
6. Your blood solidifies and slows down. On a successful CON save to avoid an effect, you must succeed on another CON save on your next turn or be affected.
- Your blood shifts, and begins to whisper. It wants whatever you want, but more.
- One of your limbs turns to glass. It is completely under the control of your blood.
- The rest of you turns to glass, and you become an NPC.
Wednesday, October 7, 2020
For GLOGtober, I've decided to make a setting, one week at a time. I don't know if this is a good idea, but it's certainly... an idea.
Note that this is done in sections - I haven't read any of the prompts past week 1, so the setting may shift as I take later prompts into account. Buyer beware, Saturn reigns, etcetera.
Day 1 - Guns
Guns are a modern invention, their use spreading from the Sunset Isles and across the lands of the Empire. Currently, there are only two: heavy, long cannonets, and light single-shot derringers.
These are both wheel-locks, limiting their use by the Empire's military due to their expense. However, this makes them more useful for the few that own them, as armor hasn't advanced enough to protect its wearer.
Both have been made illegal throughout the Empire after a spike in assassination attempts, including one on the Empress herself.
4d6 damage, one slot, all enemies and hirelings must make Morale saves. 20' range, advantage to hit. Illegal.
4d6 damage, 3 slots, all enemies and hirelings must make Morale saves. 300' range, disadvantage to-hit within 30', advantage past that. Illegal.
Day 2 - Blood
Blood is the seat of the soul. Without it, the body is only a husk. When someone dies, their blood pulls itself out of their body and ascends to Heaven, as the body hopefully reduces itself to dust.
Of course, sometimes the body does not. Then, it reverts, driven only by the base impulses written on humanity's bones. These Geists stalk the wilderness like animals, hunting for humans. (Just stat them as zombies, minus any infection chances.)
Some magicians of the Lamb's Continent have managed to die, releasing their blood, then control it, pulling it from its path to Heaven and using it as a tool before returning it and living again.
Starting equipment: a pendant token of your order, a katar (light), ritual equipment (six candles, a vial of sparrow's blood), a short magnetic bar (used to test the iron content of blood, which is thought to correlate to moral purity)
C: Blood & Bone
D: Twist the Path
Motility: Through a short ritualized "death", you convince your blood to emerge from your body in an angelic form, bringing your consciousness with it. The blood can move at twice human speed, and fly. While your blood is gone, your body cannot move, and you take 1 damage each minute. The blood is too diffuse to move anything more than a pound, and too condensed to move through walls.
Condensation: You can shift the blood, making more or less condensed. When condensed, it is solid enough to hold as much a person or even attack, but cannot fly. If hit, it will dissolve. When diffused, it can slowly move its droplets through walls, but cannot hold anything. You must choose how dense your blood is when you release it.
Blood & Bone: You have reached inwards, reinforcing the instructions carved on your bones. When you release your blood, you can also raise your body as a Geist.
Twist the Path: When you die, your control continues, counting down from full health. When time runs out, you're dead. You can't return your blood during this time - it won't let you.
Day 3 - Goblins
Goblins do not exist. Despite this, it's normal to see about one a week. They are emanations from the noosphere, said to be responsible for bad luck. They knock over shelves, hide things, trip people, and all the other things that would be caused be random chance.
Hobgoblins and Bugbears are manifestations of even worse luck - a Hobgoblin will break your sword over its knee, then run into the forest. A Bugbear will burn down your house.
Day 4 - Swirling Rainbow Vortices
Above the world is a gateway. It does not circle the world like the Sun and Moon. It sits, perfectly still. When the sun crosses it around noon, this is the Short Night, where work ends and people return to bed. When the moon crosses it around midnight, this is the Witch Hour, where monsters meet under unnatural darkness.
This is the gate to Heaven, where blood crosses into that prismatic city. The observatories of the Guild of Astronautics have peered through it, and now plan to build a great machine with which they can shuttle themselves (and their patrons) into Heaven without being judged.
Day 5 - Map
Here's an early map of the setting. I have no idea what any of this stuff is, but this'll remind me to figure that out later.Day 6 - Food
- A heavy meat stew served over dumplings - traditional during the winter holidays.
- Smoked fish, preserved and buried for emergencies.
- Pickled vegetables.
- Sweet wine, imported from the Lamb's Continent.
- Small, bitter berries hardy enough to survive the droughts. Slight stimulants.
- A thin syrup made of those berries. Strong stimulant, usually mixed with water or wine to weaken the taste.
- Hard seeds, ground into a paste. Usually served on bread.
- Clams, pulled from the pools they hide in.
- Small soft cookies, shaped into spheres and stamped with (usually romantic) messages.
- A light salad of bitter greens.
- Raw fish, rubbed with hot herbs.
- Thinly sliced meat, seared quickly.
1d6 Reasons to Adventure
- Your home in the Hive-Cities is suffering a drought. You want to find some way to alleviate it.
- The Imperial Guild of Astronautics has sent you to map the stars from all the corners of the world. You faintly suspect this is because they wanted to get rid of you.
- A border skirmish in the Lamb's Continent ended recently. Now you (and hundreds of other soldiers) have no work.
- You and the rest of your cell were caught on your way from the Bitter East, your assignment burned out of your heads. The Empire has given you a deal - work for us, or die.
- When your mother died, her blood streamed to the south. No one could tell you what happened to it.
- You want money. A lot of money.
Friday, October 2, 2020
Part 1: The Depthcrawl
Part 2: The Template
|We're going to use this as our example setting.|
Part 3: Filling the Frame
- A cavernous, empty room made of hands all grasping each other.
- A bone of the ascended, full of holes. The wind slowly plays it like a flute, frightening spirits. Every turn you spend here decreases your Sinfulness by one.
- The ascended's lungs, slowly expanding and filling with lightly hallucinogenic incenses.
- One of the ascended's eyes, focusing any light in the room into a web of burning beams.
- The stomach, which is half-filled with acid. Stone sculptures of food float over the acid, unharmed.
- Petrification is slow. This room of hands still lives. They grasp blindly at anything touching them.
- The heart, the size of a house. It is crossed with rivers of pure, cold water, and rains constantly. These rivers cannot be forded without equipment. The rain makes the stone slippery - when under stress, characters must make a DEX check or slip.
- The brain, sitting on a stone pedestal. If you have a Sinfulness of more than 5, it prevents you from touching it.
- Sloth (embodied) - an enormously fat, cheerful statue. Obstinately blocks your path, has a job it wants you to do for it - 1. move this heavy rock 2. find my lost ring 3. 4. nothing, it's just not moving.
- Pride (embodied) - a glorious marble sculpture. Automatically hostile unless praised.
- Wrath (embodied) - acts like a professional wrestler. Wants a challenge - it doesn't have to be you.
- Envy (disembodied) - wants the prettiest/most magic/otherwise superlative item you have. Can be tricked.
- Greed (disembodied) - will just start stealing your stuff. Runs if attacked.
- Gluttony (disembodied) - clamps on to the highest CON character and starts to drain them (1 CON per round).
- Lust (disembodied) - wants to go on a date. Candles, nice food, the whole thing.
Part 4: Depthcrawl Variations
Thursday, September 24, 2020
Libra is an urban fantasy/supernatural conspiracy version of the GLOG. Instead of dice, it uses Zener cards - tools used by 20th century researchers into psychic ability.
It has 7 classes (6 varieties of psychic and 1 standard person), an original magic system, and 18 adventure seeds. It's been playtested in a short campaign that reached level 2. Click on the cover to grab the PDF.
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