Wednesday, May 17, 2023

Hexcrawl: The Southern Coasts

Luke Gearing's masterwork Wolves Upon the Coast has put me in a hexcrawl kind of mood.

The game I'm working on right now is called THAUMOS, and it puts the players in the boots of quite potent wizards, working with their retainers and lackeys to gain power and influence across the land. To make that sort of game work, you need land!

The idea is that the party will start in Fort Bergengard (0601), a gaggle of apprentices sent south by their master to annex this region to his dread empire. The map is divided into three city-states (from east to west: the Flowerlands, the Duskenlands, and the Crownslands) hemmed in by mountains, swamps, ocean, and the cliffs of a high plateau.

Magic items shown in bold are all drawn from my list of 50 System-agnostic Magic Items. Spells used and Dooms suffered by NPC wizards come from the various Lores of monosophia.

Made with HexKit

0101: Failed Mine

A lonesome peak leans at an unnatural angle, supported by inner veins of iron melted and cast by some unnatural primordial force. A band of entrepreneurs from Dancing tried to start an iron mine here, but they were slaughtered by goat-men. Their families would be grateful for their remains.

0201: Goat-man Nomads

Fear of Henstooth has driven this clan of goat-men west across the White Snake River. Soon, they will be forced around the northwest corner of Snakehead Lake and come into direct conflict with the Triplets.

0301: Grey Hills

Here the wizard Henstooth jealously guards the Midnight Tower, built of deep blue stone on a confluence of ley-lines. She harries scouting parties from Dusk with bands of wolves and bears, herself taking the shape of a giant vulture. She knows that Smoker could crush her if he made a concerted effort, and fear is consuming her. Henstooth wears Grandmother's Jaws.

0401: Skaffenfals

Here Bear River plunges a full bowshot down a granite cliff. Rival clans of eel-men live at the top and bottom of the falls.

0501: Screamer

A winged terror lairs in these peaks. survivors are never clear on its exact nature, only that it has vast wings and emits piercing shrieks. Screamer was once a wizard, a survivor of the third Doom of Beasts who slew the Ur-Predator and claimed the ultimate hunting form.

0601: Fort Bergengard

Gateway to the north, a stone-and-steel cork plugging the only pass through the mountains. Lady Ghaith, disdainful of everyone and everything to the south, commands. She would very much like to be rid of the creature Screamer that lairs to the west. She wields Aigenthwait.

0701: Apex Temple

Steps carved into the mountainside lead to a peak with a perfectly flat top, as if cut by some massive blade. Every full 24 hours spent here staring up at the sky carries a 3-in-6 chance of learning a new Secret of the Heavens, and a 1-in-6 chance of instant death as the sky claims an offering. Deliberate sacrifice may draw the eye of a prince of the upper air.

0102: Goat-man Raiders

A party of a dozen goat-men is scouting new homelands for their tribe. They have been happily pillaging the outlying farms of the Triplets for a few weeks. Their leader, Ouluo, wields Corbie's Claw.

0202: Snakehead Lake

White Snake River does not lose its strength as it passes through, a strong current down the middle of the lake. The rest of the waters are milk-pale and placid. The lake is unnaturally deep, but any straight length of wood touched against the bottom becomes an implement of power. Further contact between such an implement and the water of the lake dissolves the wood like sugar.

0302: Dusk

Ring-city surrounding the Dusktower (pale purple stone). Confluence of ley-lines. Home of the wizard Smoker, although he spends half his time at the Noontower. Administrated by Blackfingers, a failed apprentice who uses his magic to hunt sedition. Smoker's moniker comes from the interaction between his robes and the 2nd Doom of Fire.

0402: Curds

Town with an economy based on beef and dairy, sometimes called "the milk-jug of Dusk." Ruled by a plutocratic council of five cheese-lords. The town's mascot, Dun Bess, is missing.

0502: Bearbridge

Town of farmers and fishermen, sitting at the eastern end of the bridge from which it takes its name. Trade has slowed in recent years as the relationship between Dusk and Bloom has cooled. However, enterprising merchants from Curds still make the long trip over the pass to the North, and for that they must pay the toll at Bearbridge. The local leader One-ear, a massive and jovial man, does his best to retain the favor of both nearby cities. He carries Bullkiller and knows Secrets of Flesh (1, 3, & 9). He uses his detached ear to spy on his fellow villagers.

0602: Floral Banners

The Brass Maiden's armies muster here, churning the fields to mud. Lord Dhommen (wears the Champion's Helm) commands troops who are growing weary of waiting for orders. He is unsure whether the Maiden intends to strike east towards Dusk or north toward Fort Bergengard.

0702: The Devilspipe

Fume-spewing volcano. Lair of the wizard Flamewatcher (Fire 1-12, Flesh 2, Sea 11). Every week spent studying the volcano grants access to a random Secret of Fire (do not re-roll duplicates). Flamewatcher suffers from the 3rd Doom of the Heavens, and so cannot leave his mountain lair. He will share all his lore in exchange for a cure. Flamewatcher shares the volcano with a phoenix who pines for him with unrequited passion.

0103: Dancing

Farming village cradled in a bend of the Black Snake River. Glanneth leads, a hero after killing four goat-men with Fletcherskip. Makers of animated straw-men, and eager to sell them as porters.

0203: The Triplets

Borders between the towns of Thatch, Lure, and Rye have blurred over the years, with a tangle of bridges built across the Black Snake and White Snake. However, the three towns remain stubbornly independent, maintaining separate governments and codes of law despite their ties. Bad blood among the ruling class has prevented them from mounting a campaign against either the Snakehead Bandits to the east or the goat-men to the northwest. Notable figures include Snowhead, a white-haired young urchin who scams newcomers using the Peddler's Pouch.

0303: Snakehead Bandits

A group of mercenaries has taken to preying on caravans between Dusk and the Triplets. Thus far, Smoker has been stretched too thin to deal with them, but the bandit leader Brell (bears the Soulclaw) knows his luck is bound to run out.

0403: Glass Tree

The road skirts near the forest here, and when the moon is high at night a strange glow can be seen through the trees. Hidden in a secluded glade grows a tree of glass, heavy with many-colored fruits and emitting a soft melody. The tree is guarded by razor-limbed glass dryads. Plucking a fruit causes the branch it grows on to shatter, spraying razor-sharp glass three paces in every direction. A fruit so plucked can be used as an orb, serving as an implement of power, although humming the tree's melody in reverse will destroy it.

0503: Ruins of Flussgard

A once-mighty fortress, reduced to rubble. The vaults below are full of traps and murder-golems, guardians of the Golemlord's treasure that have long outlasted their master.

0603: Bloom

The city of flowers. Ruled by the Brass Maiden, who wears Shae's Mantle and wields Dominion. Greydorre and Golden Grass have shielded her from the passage of years, but their power is stretched thin. She is secretly desperate for a more permanent solution to mortality.

0703: Wolf Lake

Packs of wolves roam the northern and western banks. To the southeast, clear waters gradually choke on brown mud until they blend into the swamp.

0104: Pitchfork Tower

A slender spire of dark stone rises right at the edge of the high plateau, visible from below for miles around. Two-thirds of the way up, the tower splits in three, a seemingly-impossible architectural marvel. Two rival sorcerers dwell within, locked in a bitter struggle over the third tine.

0204: Yoxosotinax

Small village hidden by a dense wall of pine trees. The villagers are all of Üxan ethnicity and speak no Thraish. They do not remember how their ancestors arrived here. Led by Gurüm, a simple shepherd who came to power when he discovered the circlet Authority.

0304: The Knotwood

The trees here grow tangled together, forming a three-dimensional maze of wooden bridges, platforms, and tunnels. "The Green Prowler," a Woken Tree, hunts bearers of fire or steel. Protruding from its body is the Oakheart; ripping the staff free turns the monster into an ordinary tree.

0404: Ash Town

Small hamlet, kept alive only by the patronage of the wizard Smoker (he rests here when traveling between Dusk and the Noontower). Also notable for its fine guard dogs, of which there are 1d6+2 available for sale at any given time.

0504: Claybone Fields

The site of an ancient battle between Üxan colonial forces and the armies of the Golemlord. The smashed golems are inert, but the many human bones rise each night into a skeletal parody of martial array, dressed in corroded Üxan mail, their spears thirsty for living blood.

0604: Mintford Ferry

The currents of the Wolf River are strong and unpredictable between Wolf Lake and the junction with the Bear River. The only safe way to cross is on the ferry, run by an old man named Mint. He is secretly a minor wizard (Sea 4 & 9), and he occasionally demands extra payment halfway across the river, sinking the boat and swimming to safety if refused.

0704: Julip

Village nestled in a stinking swamp, center of a network of marsh-dwelling families. Led by Aila, who metes out justice using the axe Rexxenvalt. The tail from a blue-headed swamp rat can be made into an implement of power, although the touch of blood will dissolve it.

0105: Jungle of the Mushroom-People

The dense jungles of the high plateau house a civilization of their own, fungal rather than mammal. The human inhabitants of the plateau have treaties with the mushroom-people, but strangers not making the proper obeisance will be drugged and collected for domestication.

0205: Sheer

Town, guards the base of the only descent from the high plateau for a hundred miles. Padrix (wears the Horatian Greaves) commands the guard force. He obsessively studies what little is known of the civilization on the high plateau, and has become enamored of their strange culture.

0305: Black Snake Bridge

The old stone bridge collapsed a year ago, and workers from Crowns have built a makeshift string of barges to take its place. The collapse was engineered by conspirators from Fetchport, who hope that without a river crossing Crowns will lose its grip on the lands east of the Black Snake River. Work is led by Ethal, who wears Grogangrip.

0405: Kettle

Fishing town named for a nearby rock formation. Led by Elmore, an ancient man who secretly harbors anti-Crowns sympathies. A unit of elite soldiers from Crowns is stationed here, under the command of Wexxen. Their nominal mission is to assassinate the wizard Smoker as he travels between Dusk and the Noontower, but they have so far been content to laze around terrorizing the locals. Wexxen carries Glassrazor (a gift from Thraix), but he is too afraid to ignite it.

0505: The Noontower

Bone-white stone, built on a confluence of ley lines. The wizard Smoker spends half his time here, the other half in Dusk. The tower is tended by Smoker's apprentice Meadow. She uses the Bow of Years to send messages directly to Dusk. If she calls for help, Smoker will arrive in eight hours, having used the Demon Bridle to ride a horse to death and beyond.

0605: Ruins of Darxax

Cliff-city. The only foothold Üxan ever gained in the North. Destroyed two generations ago by the forces of the Golemlord, who lost his own life in the siege. Now it is nothing but an enormous tomb, haunted by a single surviving murder-golem which bears the stone Claywaker in its forehead.

0705: Wheel-on-the-Island

Town of sailors, merchants, and corsairs. Thraish, Üxan, and the sailors' argot Salt are all spoken here. Stammer, a minor wizard, rules by acclaim of his fellow captains--word of his brilliance in fending off raids from Nüx has spread as far as Crowns. However, he has fallen in love with the Brass Maiden, and some are beginning to doubt his ability to protect Wheel's independence from Bloom. He wears the Galilean Boots.

0106: Vlaagos

Cliff-city. Despite its poor harbor, ships are constantly docked to trade for the fruits, spices, and ointments of the high plateau. The ruling class are giants, eight feet tall and hairless--the result of careful breeding and a strict chemical regimen that begins in the womb. Led by Uldraa, a wizard who knows the secret of commanding lightning (Heavens 11). She carries Might.

0206: Fetchport

Once a city, killed by its proximity to the more prosperous Crowns. Clinging to life on fishing and what little trade passes down from the high plateau through Sheer and Vlaagos. Led by Rexxa, a fiery young woman who killed her predecessor in a duel. She carries Cloudcutter.

0306: Crowns

Thriving port city, ripe with trade from Üxan via Kaxarax. Ruled by triumvirate of merchants-lords: Lenna, Thraix, and Dhommas. Lenna is the sister of Stammer, and hides her use of Dream-magic to gain influence. Thraix  is a retired pirate; he wears Raker and suffers crippling insomnia (Lenna has stolen the sleep from his eyes). Dhommas is a charlatan-turned-prophet, whose latest pseudonym comes from the magic ring he wore until it was recently stolen (he is desperate to get it back).

0506: The Dawntower

Pale yellow stone, built on a confluence of ley lines. Üxan soldiers guard it, led by Rü, a skilled hypnotist. They have no wizard to claim the tower, but they will lay down their lives to prevent a foreigner from controlling it.

0606: Nüx

Colonial Üxan outpost, lifeline to Darxax before its fall. Ruled by Darüx Sotin, Darüx Gum's cousin. Sotin is an expert hypnotist but a poor leader: recent failed raids against Wheel-on-the-Island have his commanders muttering mutiny in the taverns.

0207: The Isle of Scales

Temples to a long-tongued god. Men born with webbed feet and gills. Women who give themselves to the creatures of the deep. A king who feasts on human flesh. Here one may learn Secrets of Flesh and Sea, but at what cost?

0507: Karaxax

Colonial port of Üxan. Hemmed in against the bay by a petrified forest. Ruler is Darüx Gum, a scholar and master hypnotist. he pays lip service to Üxan, but secretly yearns to rule the island as a king. Gum wields the Papermind.

0607: Locust Temple

The living god of a long-vanished insectoid civilization waits within, chitin and mandibles untouched by the eons.

Random Encounters


Anywhere

1. Mortally wounded warrior, kept alive only by the magic of his shield, Baisgard. He is beyond any help save powerful Secrets of Flesh.
2. Red-haired horseman from the north named Groge, riding Nornthunder and bearing the Witching Lamp. He is seeking revenge against the wizard Stutter, who seduced his son and then mutilated the lad when she grew bored. Stutter has changed her name to Lenna and now rules the city of Crowns.
3. Simple swineherd named Sack on his way to market. Among his sows is Squealer. He’s happy to show off her unique talents.
4. Cow thieves. Two young men (Orff and Blister) from Curds, traveling with the stolen Dun Bess. They did not think their plan through, and they are getting hungry. Eager to accept coin or food for access to Bess’ magic milk.
5. Dhommas, an ambitious thief from Crowns. He stole the ring Dhommas from its former bearer during a parade, and he has been on the run ever since. Recently he discovered the utility of the ring’s power, and he has acquired a following of young women who see him as an instrument of divine love.
6. Gopher, professional message-carrier and herald. Talks a mile a minute and will do anything for a quick coin. Wears Rennershoon. Roll to see which of the nearest two settlements he has news from.


Duskenlands

7. Catira “Cattie,” a young woman from Ash Town. Having grown up a witness to the power that Smoker wields, she is determined to become the Brass Maiden’s apprentice and acquire power of her own. However, she has gotten hopelessly lost, and has no idea how to get to Bloom. Accompanied by an extremely loyal war dog and the Crimson Hound.
8. (Night only) War party of lost skeletons from the Claybone Fields. Seeking their comrades, but they have no sense of direction.
9. The wizard Gutter, a drifting and gurgling sack of flesh. Traveling with him are Sigil and Mocker, his two apprentices. Sigil bears Scriber; Mocker wears the Skaldenface. They are headed for Snakehead Lake so that the apprentices may fashion implements of power.
10. Emissaries from the Triplets, on a quest for help with bandits and goat-men.
11. Spies from Bloom, badly disguised as merchants.
12. Smoker, traveling.


Crownslands

7. Fetchport saboteurs searching for ways to strike at Crowns. Led by Rexxa, carrying Cloudcutter.
8. Foragers from Yoxosotinax. 2d6 peasants equipped for hunting and gathering.
9. Merchants from the Triplets. Among their mundane wares is the Sunheart Gem.
10. Soldiers on patrol out of Crowns. They want a bribe to let travelers pass unmolested.
11. Charmiir, a noble scholar from the high plateau, sightseeing. He is seven and a half feet tall, hairless, and rides in the Silk Chariot. Because of his poor eyesight, his attendants constantly narrate to him. He scorns interpreters, preferring to communicate using the Whispering Twins.
12. Annara, seeks allies in her vengeance quest against Thraix, one of the three rulers of Crowns. She wears the Cattenails.


Flowerlands

7. Floral deserters. 1d6x4 hungry soldiers, halfway to turning bandit. 2-in-6 chance they are led by a skilled swordsman with a vigor slot.
8. Merchants from the North. Carry news across the border.
9. Alaith, an expert duelist traveling in search of a worthy opponent. She wears the Footpad’s Foe and uses Paxcord in her off-hand to destroy her opponent’s weapon.
10. Spies from Dusk, badly disguised as pilgrims.
11. The Seeker in Blue. Wears the Blue Cloak and carries Maidensborre. Believes he is chosen by the divine, as he has used the sword nine times and never yet been found unworthy.
12. Nollen the Bard. A traveling storyteller madly in love with the idea of the Brass Maiden. Twice he has been turned away from her court; execution awaits him should he appear at the gates again. He plays Homesinger and draws with Soultracer.


Border Regions

7. Screamer.
8. Goat-man foragers. 3d6 +10 peasants.
9. Goat-man warriors. 
10. (If within 2 hexes of the Grey Hills) Midnight tower light patrol: 2d6 wolves.
11. (If within 2 hexes of the Grey Hills) Midnight tower heavy patrol: 1d6 bears.
12. Henstooth circling above in giant vulture form. If she spots a group headed towards the Midnight Tower, she will send more and more beasts to harry them until they turn back.


Üxan Colony

7. Basilisk
8. Feral mindhunter hounds (2d6)
9. Üxan patrol from Kaxanax: hypnotist, 3d6 warriors, and 1d6-1 mindhunter hounds
10. Üxan patrol from Nüx: hypnotist and 2d6 warriors
11. Treasure-hunters from the mainland, led by Giant, a very small man who wears the Horatian Greaves
12. Omen of insectoid divinity


Open Sea

7. Üxan ship Sükanüx out of Nüx, badly damaged after a failed raid against Wheel-on-the-Island
8. Roundship Woolspade out of Crowns – carrying textiles and salted meat to Kaxarax
9. Ship Ochre Run out of Vlaagos – carrying spices and unguents to Crowns
10. Corsair galley Mossbone out of Wheel-on-the-Island
11. Narcissistic whale demanding flattery
12. Wizard from the Isle of Scales, riding a leviathan


For aesthetics' sake, here's a copy of the map without all those hex numbers in the way. I love the look of these old-school tiles, but I guess if I ever want to publish this map I'll have to draw my own. That'll be a different kind of adventure!



Thursday, May 4, 2023

The Lore of the Sea

The Depths are Silent:

The Depths are Hungry


The depths are home. You...

  • (1 Secret) ...breathe water as air of the same purity.
  • (2 Secrets) ...move with dolphin's grace when submerged.
  • (4 Secrets) ...have whale's sight beneath the waves.
  • (8 Secrets) ...suffer no harm from crushing depths or frigid water.

Secrets of the Sea

  1. Drink seawater until you retch. Your bile is foulest poison, with a [DICE]-in-6 chance to risk death if applied topically, or [HIGHEST]-in-6 if ingested.
  2. Simultaneously tap the surface of two basins of seawater. Until they are spilled, each shows the reflection that should appear in the other. Range is limited to...
    • (1 die) ...a whaleslength.
    • (2 dice) ...the distance a tuna can swim in a day.
    • (3 dice) ...the breadth of an ocean.
  3. Hum a tune from the abyssal plain. All who hear it, unless they know Secrets of the sea, are afflicted with nausea. [HIGHEST]-in-6 chance that they double up vomiting.
  4. Stir  a body of water to induce a current therein: extending within shouting distance, with a strength [SUM] times your own.
  5. Call out and indicate a point within a stone's throw. All water (up to [SUM] times your body's volume) within shouting distance rushes to that point in a single heartbeat.
  6. Make eye contact with someone and snap your fingers. Their lungs fill with water, doubling them up with a fit of coughing. [DICE]-in-6 chance they risk death.
  7. Salt water is driven away for [SUM] paces around you, up to [DICE] dozen paces high. Walk dry-shod across the seabed.
  8. Call up the Ocean Below. Saltwater infiltrates the soil for [SUM] dozen paces around, turning dirt to soupy mud. Nothing will grow here for years to come.
  9. Apply black sludge to a person or object. For [SUM] hours, water for them has the consistency of air (though this does not let them breathe it). The target may be no larger than...
    • (1 die) ...a tuna.
    • (2 dice) ...a whale.
    • (3 dice) ...the leviathan.
  10. With an agonizing grown, your body distorts into an amorphous sack of liquid. You can squeeze into any space larger than an eyeball, but your oozing form is extremely fragile. Changing back is exhausting, and any given attempt has only a [HIGHEST]-in-6 chance of success.
  11. Place your hand on the chest of a willing or helpless subject. The water leaves their body in a puff of steam, instantly mummifying them. Submerging the remains in saltwater reverses the effect and revives the subject. The mummy will crumble after...
    • (1 die) ...a moon.
    • (2 dice) ...a year.
    • (3 dice) ...an eon.
  12. Stand on the seashore and loudly demand judgement. After [SUM] minutes of such invocation, a wave arrives to punish you for your sins, large enough to...
    • (1 die) ...kill you and all those within shouting distance.
    • (2 dice) ...uproot trees; wreck a fleet.
    • (3 dice) ...shatter stone; wipe a city from the map.

Marks of the Sea

  1. Barnacles cover half your face
  2. Faint noise of waves is always audible around you
  3. Any place you linger for more than a few minutes grows damp: condensation on walls, clammy skin, smell of mildew
  4. Prominent gills open on your neck
  5. Your fingers are webbed
  6. You sprout a beard of waving tentacles

Dooms of the Sea

  1. Whenever you are not wet, cracked skin causes you terrible pain
  2. Your legs fuse into a flipper tail
  3. You lose the ability to breathe air, and sunlight sears you. At the bottom of the deepest sea-trench grows a mollusk whose touch can reverse this doom

Wednesday, April 26, 2023

50 System-agnostic Magic Items

You Shall Know Them By Their Regalia

Joshy McCroo over at Rise Up Comus was recently on a kick of "how to make magic items feel magical." +1 swords are boring. Very true. What the heck is a "+1," anyway? The characters don't know. 

Yeah, the characters don't know. What if we use that as a constraint?


The item description can only use language that the characters would understand in context.


"With each blow, has a 1-in-6 chance of erupting into flame" is fine. "Deals 2d8 extra fire damage on a crit" is out.

A happy consequence of this constraint is that it makes all these artifacts system-agnostic. If you want to slap some specific rules on them to fit a given game, go ahead. (But I'm working on a ruleset that gets around that sort of thing entirely... Watch this space!)

Something about the way these items turned out also inspires me to put them into the hands of NPCs, rather than leave them to collect dust in the vault of a dungeon. Imagine a local judge who uses Rexxenvalt instead of holding trials, or a hog farmer who just happens to own Squealer the lie-detecting sow. You just know some foppish sorcerer is roaming around in the Silk Chariot.

Anyway, here's 50 magic items. I know it's not an easy-to-roll number; boo hoo. Use a d100 and keep trying until you get a valid result.

ARTIFACTS

  1. Aigenthwait: spear with a shaft of ash. The tip seeks hearts like a lodestone seeks iron. Can lengthen into a pike or lance.
  2. Authority: plain iron circlet. Strangers meeting the wearer always assume they are the leader of their group. Command attention, even among those of higher status.
  3. Baisgard: round shield inlaid with a steel death's head. The bearer cannot die through violence. Mortal wounds may fester and rot, but the wielder staggers on so long as they do not drop this shield.
  4. Bane-of-Thieves: a pair of coins--one silver, one lead--each stamped with a fox's head. The holder of the lead coin knows the exact distance and direction to the silver coin.
  5. The Blue Cloak: vibrant color. While the hood is up, the wearer's appearance, voice, and mannerisms are unremarkable compared to their attire. They will only be noted as "a figure in a blue cloak."
  6. Bow of Years: ritually prepared arrows unerringly strike any static target the wielder has seen, no matter the range.
  7. Bullkiller: massive crossbow. Takes three men to load, but only one to aim and fire. Bolts are the size of a forearm.
  8. The Cattenails: ten gold claws that fit over the fingertips. Sink easily into any surface, and cannot be extracted against the wearer's will. Boon to any climber, and a vicious weapon of last resort.
  9. The Champion's Helm: barbute. The wearer knows at a glance whether they could defeat someone in a contest of arms.
  10. The Claywaker: polished black stone. When placed in the forehead of a wet clay sculpture, the figure animates as a homunculus. After a day, the clay dries and the stone falls out. For every body-weight worth of clay used, the resulting homunculus has a 1-in-6 chance of awakening insane with bloodlust.
  11. Cloudcutter: sword. The hilt shows serpents entwined; the blade is invisible.
  12. Corbie's Claw: spiked hammer. Metal struck folds as if fresh out of the forge.
  13. The Crimson Hound: hunting dog with bright red fur. Once it has smelled a target's blood, it never loses their trail. If killed, a red-furred puppy crawls mewling from the corpse.
  14. The Demon Bridle: a horse wearing this tack can gallop from sunrise to sunset without rest. The first time the animal stops, it falls dead, foaming at the mouth.
  15. Dhommas: ring made of glossy wood. Anyone whom the wearer touches on the forehead feels a transcendent sense of well-being.
  16. Dominion: solid iron rod. Everyone within a day's walk knows what the wielder desires of them (or would, given a moment's consideration). Palace cooks know when the wielder is hungry; trespassers know that the wielder wants them to leave.
  17. Dun Bess: placid dairy cow. Her milk gives the drinker total control over the involuntary aspects of their body (pulse, need for sleep, etc.) for a few hours. Drinking more than once per day is dangerous.
  18. Fletcherskip: shortbow. Arrows are impossible to aim unless they are ricocheted off a hard surface, in which case accuracy is doubled.
  19. Footpad's Foe: silver hoop earring. Causes mild pain if the wearer is unaware of people nearby.
  20. Galilean Boots: rough and worn. Wearer treats water as solid ground.
  21. Glassrazor: crystal broadsword that looks too heavy to lift. Passes sluggishly through flesh without leaving a mark, but kills limbs: severing the spine means death. Age yourself by ten years to ignite the blade with opalescent light, cutting through anything for a single swing.
  22. Golden Grass: ring of braided gold. The wearer is as strong and hardy as a strapping young warrior, regardless of their true age, build, or health.
  23. Grandmother's Jaws: set of sharpened iron teeth that fit in the mouth. The wearer can eat and digest any material softer than stone. 3-in-6 chance of catching a blade between the teeth.
  24. Greydorre: choker set with a glowing emerald. Grants apparent youth and beauty, but anyone who gets within a pace of the wearer sees them as they truly are.
  25. Grogangrip: armored gauntlet. Can squeeze hard enough to shatter a steel blade.
  26. Homesinger: hurdy-gurdy. All who hear its music can envision exactly the imagery that the player intends.
  27. Horatian Greaves: polished bronze. The wearer cannot be moved against their will, no matter the force brought against them.
  28. Maidensborre: a sword that cannot be drawn, wrapped in green barrow-cloths. Trace a line in the air with a finger to evoke its blade, performing a single cut within shouting distance. Roll a die, then roll again for each time the wielder has evoked the blade today. On any roll of 1, they are are found unworthy and instantly beheaded. (Shamelessly stolen from Hex Culture)
  29. Might: whip with an iron handle. Anyone struck by it has an overwhelming urge to prostrate themselves before the wielder.
  30. Mimic: weapon. Whenever it is parried, it becomes a perfect replica of the weapon that blocked it, including any power that weapon might possess.
  31. Night's Friend: uncut blue diamond. Gouge out an eye and place it in the socket; you can see in the dark and the invisible is revealed to you.
  32. Nornthunder: black warhorse. Fearless; his hide turns blades.
  33. The Oakheart: gnarled walking stick. When the haft is struck against the ground, it takes root and sprouts into an adult oak tree over the course of a dozen minutes. When growth is complete, the staff bulges from the trunk and can be torn free.
  34. Papermind: thick tome. Ask a question and open it; an answer will be on the page. Only "knows" the contents of a well-stocked library from a century ago, but very good at fabricating plausible guesses.
  35. Paxcord: a fine knife. Cuts through nearly anything with ease, but cannot pierce living flesh.
  36. Peddler's Pouch: sack of dirt. The holder can reach in and pull out any object that could reasonably fit within the bag. At midnight, all items so created return to dirt.
  37. Raker: feathered dandy's hat. If both the wearer's hands are empty, they move with superhuman dancer's grace, and have a 4-in-6 chance of dodging any blow.
  38. Rennershoon: oiled leather shoes. The wearer can keep pace with a galloping horse.
  39. Rexxenvalt: headsman's axe. Name a crime while making a decapitating blow. If the victim is innocent of that crime, the blade will pass through their neck harmlessly.
  40. Scriber: ring of pale violet glass. The finger that wears it can write in lines of purple light that hang in the air for a dozen-dozen heartbeats or linger on a surface until the wearer wishes them to fade.
  41. Shae's Mantle: a cloak that seems woven from live butterflies. Wherever it trails on the ground, grass springs up and flowers bloom--even in the dead of winter.
  42. The Silk Chariot: palanquin with curtained sides. Carried by what appear to be burly porters, but are actually homunculi sculpted from clay. They march where their master directs. Damage to the porters incapacitates the palanquin until they are repaired with fresh clay.
  43. Skaldenface: white mummer's mask. The wearer can speak in the voice of anyone they have heard.
  44. The Soulclaw: silver bale hook. Pass over a person at the moment of their death; it spears a writhing mass of pale mist. Inhale the mist to close a wound or gain a burst of strength or arcane power.
  45. Soultracer: charcoal pencil. Portraits sketched in the subject's presence show them as they see themselves; all their prides and insecurities are revealed.
  46. Squealer: a cantankerous sow. Always knows a falsehood when she hears one and hates liars.
  47. The Sunheart Gem: ruby cabochon on a pendant. The wearer stays dry in the heaviest rain, and warm in the bitterest cold.
  48. The Whispering Twins: identical tiaras linked by a fine silver chain. When both are worn, each wearer hears the other's speech in their own native tongue.
  49. The Witching Lamp: oil lantern. Mages cast their shadows towards its light.
  50. The Woven Hand: coil of fine rope a dozen paces long. Can spring forth on command to grasp with the force of a double-handed grip.

Monday, April 17, 2023

The Lore of Dream

My Sense in Silence Steep

Cast sand while hearing a dream described. You know...
  • (1 Secret) ...whether the speaker truly had such a dream.
  • (2 Secrets) ...the contours of the dreamer's troubles and hopes.
  • (4 Secrets) ...the greatest current obstacle to the dreamer's destiny.
  • (8 Secrets) ...the manner of the dreamer's death, though not the hour.
The future is a dream of twisting paths. Destinies and deaths can be defied.

Secrets of Dream

  1. Enter a trance while clutching an item of personal significance to a sentient subject. The item must have been out of their possession for no more than [HIGHEST] days, or [SUM] days if you instead have a body part, such as a lock of hair. If the subject sleeps while you are in your trance, you enter their dream. [DICE]-in-6 chance you control the dream, otherwise they dream of what they otherwise would, but with you inserted.
  2. Lock your gaze on a creature and take control of [DICE] of their senses until you move, you stop chanting, or they leave your sight.
  3. Tell a story laced with Hypnos. Anyone who can hear you has a [HIGHEST]-in-6 chance to be fascinated, in which case they will not do anything that would disrupt your telling or prevent them from listening (e.g. leave the room). They will react with hostility to anyone who attempts to shut you up.
  4. Look a creature in the eye to strike them with terror or desire. [DICE]-in-6 chance their better judgement is overwhelmed by this feeling (doubled for beasts), which lasts until you break eye contact.
  5. Blow sand at a creature you can see within shouting distance. They have a [SUM]-in-6 chance of falling instantly into a pleasant slumber. Subtract the result of that roll from [SUM]. If the new [SUM] is greater than 0, you can select another target and repeat the effect. Continue until [SUM] is 0 or less.
  6. Sleep with an object inside your mouth. You dream its entire existence, sped up to fit within a single night's rest. If you have a specific event from the object's past in mind, [HIGHEST]-in-6 chance to witness that part of its history at normal speed.
  7. Don a gossamer veil. If you remove and burn it within [SUM] hours, all who interacted with you while you wore it forget...
    • (1 die) ...the details of what transpired. They remember your presence and how they felt, but not exactly what you said or did.
    • (2 dice) ...whether it really happened, or was just a dream.
    • (3 dice) ...that you were there at all.
  8. Pass your hand over someone's face for a [SUM]-in-6 chance to steal the sleep out of their eyes. It takes the form of a shard of smoky quartz. Until they recover it, they are cursed with wakefulness, but they always know the exact direction and distance to the shard.
  9. A billowing cloak of mist appears on your shoulders, and the attention of others skips off you like stones off a lake. Any time someone would take notice of you, they must roll [DICE] dice. Unless they roll all 6s, you pass by unremarked. If you are ever noticed, the cloak dissipates and the effect ends.
  10. Erect a circle of inward-facing mirrors [SUM] paces in radius (each mirror [DICE] paces high) and burn incense. For as long as the incense is lit, its smoke forms into perfect simulacra of any objects or creatures you envision. These constructs cannot leave the circle, and breaking or removing a mirror ends the effect.
  11. Hide [SUM] delicate totems in a pattern (each no more than a dozen paces from its neighbors), and imagine in detail a series of challenges. Sleep within the area, and those challenges will appear in your dreams. If you overcome them, then as long as the totem border remains undisturbed any who sleep within the affected area must conquer the same challenges before they can awaken. If [SUM] is less than 3, there is no effect.
  12. Dream of immortality while holding the hand of another sleeper. You awaken inside their body, while your own remains comatose. Attempts to wake your body (with a slap or a splash of water) have a [LOWEST]-in-6 chance to end the effect, and the death of either party involved does so automatically. Otherwise, it lasts...
    • (1 die) ...until your host awakens, about 8 hours from when they fell asleep.
    • (2 dice) ...until you need to sleep.
    • (3 dice) ...indefinitely. Your original body does not age or require sustenance.

Marks of Dream

  1. Those around you feel vaguely sleepy. This does not affect capability, but may color their reactions to you.
  2. The bags under your eyes are inhumanly dark, and they never fade.
  3. You seem to drift rather than walk.
  4. Your visage troubles the dreams of all who see you for several nights.
  5. Looking directly at you causes mild vertigo.
  6. When you are content, strangers who see your face catch a glimpse of the one they most desire; when you are angry, the one they most fear.

Dooms of Dream

  1. Without constant stimulus, you fall asleep every few minutes.
  2. Your dreams attract malicious entities who enter the minds of anyone sleeping nearby to torture them until they wake.
  3. The next time you fall asleep, you cannot be woken. Averting this doom requires a favor from Morpheus of the Endless. Afterwards, you can mesmerize with a glance.

Friday, March 17, 2023

The Lore of Beasts

Lest you become one

Animals are indifferent to you. Even the fiercest creature will allow you to...

  • (1 Secret) ...walk past unharmed
  • (2 Secrets) ...feed and caress them
  • (4 Secrets) ...lead them about with a string
  • (8 Secrets) ...slaughter them for meat

Secrets of Beasts

  1. Vermin boil out of every crack and crevice for [SUM] paces around you.
  2. [DICE] beasts that can see your eyes go from a state of calm to a state of agitation, or vice-versa.
  3. Fashion a small totem out of the flesh and bone of an animal. For the next [SUM] days, whoever possesses the totem is hated by that kind of animal.
  4. When you would be surprised by danger, you have a [HIGHEST]-in-6 chance of noticing at the last instant.
  5. Let loose a primal roar. Foes who have never heard you roar before have a [HIGHEST]-in-6 chance of panicking, and allies who have heard you roar before have a [HIGHEST]-in-6 chance of being inspired with savage courage.
  6. Receive answers to [SUM] questions from one animal. Beasts remember things broadly and by their nature; a predator and a grazer will recount the same event in different ways.
  7. You take a deep sniff and scent the emotional state of those within a handful of paces. You can detect...
    • (1 die) ...fear
    • (2 dice) ...lies
    • (3 dice) ...intentions
  8. When you fail to track a creature, you have a [HIGHEST]-in-6 chance to pick up the trail instead. Alternatively, those tracking you have a [HIGHEST]-in-6 chance of losing your trace.
  9. Kill a beast with your bare hands and ritually skin it. You can don the hide for a [SUM]-in-6 chance of taking the beast's form. You must make use of this Secret again to change back.
  10. At dawn, bind a beast to you until the next sun rises. You must have once subdued it with your bare hands. As long as the creature remains within [SUM] miles, it obeys you to the best of its understanding. If maintained on the same beast for a year and a day, the effect becomes permanent.
  11. Strip nude and daub yourself with beast-blood sigils: your skin turns blades like thick hide. The next [SUM] mortal blows against you bounce off. Ends if you don clothing.
  12. Lock eyes with a beast that has consumed a drop of your blood each dusk for a year and a day. When you die, your mind and spirit will be transferred to that beast. The animal may be as large as a...
    • (1 die) ...wolf
    • (2 dice) ...bear
    • (3 dice) ...wyvern

Marks of Beasts

  1. Your face elongates into a muzzle.
  2. Your legs become back-jointed.
  3. Nature falls silent at your approach. Birdsong ceases, dogs stop their barking, and cattle will not low.
  4. Teeth and nails grow long, sharp, and iron-hard.
  5. Tough feathers sprout painfully from your skin.
  6. Your feet become claws or hooves.

Dooms of Beasts

  1. Madness besets the creatures around you. If you linger too long, horses will throw their riders and dogs savage their masters.
  2. Each dusk, you lose all higher reason and turn feral until dawn.
  3. The Ur-Predator catches your scent. It will pursue you to the edge of the world. If you kill it, the pelt lets you transform into any beast that hunts for prey.

Monday, February 13, 2023

The Lore of the Heavens

The abyss gazes also into you

The skies hold not their secrets back from you. Forgo a night's sleep and learn...

  • (1 Secret) ...the weather for the next d6 days
  • (2 Secrets) ...of any impending local disaster
  • (4 Secrets) ...the most portentous event of the past day in all the world
  • (8 Secrets) ...the looming fate of kings and nations

Secrets of the Heavens

  1. The vault of heaven becomes your eye. Until you take [DICE] breaths, you see as if looking down form above, from horizon to horizon. At such scale it takes time to pick out anything specific.
  2. Your voice booms like thunder for the next [SUM] words you say. Eardrums burst and noses bleed. You cannot speak until [DICE] sunrises have passed.
  3. Whisper in someone's ear. They have a [HIGHEST]-in-6 chance of being afflicted with lunacy. Each dawn, you must roll again, subtracting 1 or every dawn that has elapsed.
  4. Strange things (frogs, worms, snails) rain from the sky for [SUM] minutes in a radius of [DICE] miles.
  5. For as long as you hold your breath, your weight is reduced [SUM]-fold.
  6. You bring the spheres where'er you walk. Any surface above you (ceiling, tree canopy, etc.) becomes as the sky for [SUM] paces around. The effect moves with you, and lasts...
    • (1 die) ...until you take a breath
    • (2 dice) ...a minute
    • (3 dice) ...an hour
  7. As long as you stand still and chant, a being you indicate is favored or disfavored by the Stars. Any time they fail (succeed) at an action that they might reasonably have succeeded (failed) at, they have a ([HIGHEST-minus-1])-in-6 chance of succeeding (failing) instead.
  8. Peer through a ring of meteoric iron. Sunlight hitting what you see is magnified [SUM]-fold. If you so much as blink, the effect ends.
  9. Speak a message of up to [SUM] words to the Moon, visualizing a single recipient. If they are also looking at the Moon, they hear your message spoken from above.
  10. Until you take a breath, your vision has...
    • (1 die) ...the clarity of the Stars. Darkness is to you as a bright cloudless night.
    • (2 dice) ...the radiance of the Moon. You see the unseen.
    • (3 dice) ...the fury of the Sun. Your gaze scorches like midsummer noon.
  11. During a storm, roll [SUM] dice. Otherwise, roll [DICE] dice. For every result of 6, lightning strikes a point of your indication that you can see.
  12. Advance or reverse the course of the spheres by [SUM] hours. This is not time travel; you are "merely" moving the Sun, Moon, and Stars.

Marks of the Heavens

  1. Your eyes are orbs of starry night.
  2. The weather within a few paces changes to match your mood.
  3. You glow faintly in darkness, and shadows pool around you in the light.
  4. Your shadow points in the wrong direction.
  5. Within a few paces, all sounds not made by you are muffled.
  6. Your hair follows the lunar cycle: thick and luscious at the full Moon, bald as an egg at the new.

Dooms of the Heavens

  1. You are weightless while you sleep. If not held down, you will float away.
  2. A baleful star appears above. Those who gaze too long upon it are haunted by twisted visions of your face. Some will hunt you.
  3. A meteor holds your death. The next time you show  your face to the open sky, it strikes you with unerring accuracy. This doom can be averted through a favor from a ruler of the upper air. Afterwards, you can fly.

Monday, February 6, 2023

The Lore of Flesh

The body keeps the score

cw body horror

With a few moments' examination, you can...

  • (1 Secret) ...tell the provenance of any wound or scar
  • (2 Secrets) ...determine the cause of any overt symptom
  • (4 Secrets) ...detect any affliction, even those that give no outward sign
  • (8 Secrets) ...enumerate every disease, poison, or injury the subject has ever suffered

Secrets of Flesh

  1. Increase your strength and resilience to [SUM] times normal. Every heartbeat, you suffer as if you had starved for [DICE] days.
  2. You can safely store or retrieve up to [HIGHEST] handfuls of material inside the body of a willing or helpless living being you touch. More than six inside a human-sized creature causes problems; a horse could hold twice that.
  3. Detach a body part. For [SUM] hours, it continues to function based on the last instruction it received (an eye looks, a hand grabs), then it goes dormant until you reattach it. If left alone too long a part will starve.
  4. Sculpt your face into a new shape, limited by your skill and the tools to hand. Lasts for [SUM] hours, after which your face sags like dough for [DICE] days.
  5. One poison or disease affecting you is...
    • (1 die) ...suppressed for a day.
    • (2 dice) ...cured.
    • (3 dice) ...contained and weaponized. Transfer it to someone else with a touch.
  6. With you assisting in a medical procedure, the probability of success improves by [SUM]x10 percent. Your methods are bloody, off putting, and wholly unorthodox.
  7. Move wounds through living flesh (including from one creature to another) as through...
    • (1 die) ...tree sap
    • (2 dice) ...honey
    • (3 dice) ...water
  8. Injuries, poisons, and diseases affecting up to [DICE] living beings you touch are suppressed. You suffer their combined effects, diminished [SUM]-fold.
  9. Enjoy [SUM] weeks' worth of natural healing in as many heartbeats. [DICE]-in-6 chance of unwanted scarring or mutation.
  10. Regrow a severed appendage over the course of (7 - [HIGHEST]) days. You can choose the form of the replacement, although it must be biologically feasible.
  11. Move [SUM] years of age between two living creatures, a process which requires [DICE] hours of uninterrupted contact.
  12. Open your body like a mouth and envelop a living creature. If the target has exposed skin, [DICE]-in-6 chance that you absorb their flesh into yours, killing them instantly and granting you [HIGHEST]-in-6 of their skills and/or Secrets. You can excrete the extra bulk or use it to fuel your vitality.

Marks of Flesh

  1. Spines, horns, and bony protrusions sprout scattered across your body.
  2. Your unnatural bulk is unmistakeable.
  3. Your voice grows wet and guttural.
  4. Silent screaming faces press against your skin from the inside.
  5. Blood seeps from your pores, leaving a trail behind you and crimson marks on anything you touch.
  6. Fused joints loudly break and heal with every move you make.

Dooms of Flesh

  1. Rumors of your deliciousness spread among the flesh-eaters. The rumors are true.
  2. You shed feral tumors that hunger for human meat.
  3. Your own vigor betrays you. Rapid growth of bone, fat, and muscle, enough to crush you under your own weight before the moon is out. Escape this doom by consuming the flesh of a god--a minor one will do. Afterward, your wayward tumors mature into loyal servants.


Adventure Location: Monta Sempiterna