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.
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.
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".
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.
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.
9. Silence
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.
Mishaps
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.
Dooms
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.
Derringer
4d6 damage, one slot, all enemies and hirelings must make Morale saves. 20' range, advantage to hit. Illegal.
Cannonet
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.
Hemopath
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)
A: Motility
B: Condensation
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 - Food7. Adventure
1d6 Reasons to Adventure
an epiphany |
We're going to use this as our example setting. |
Commissioned from Scrap Princess excited screeching I've been posting about Sunless Horizon for about a year, and after finally gettin...