Tuesday, November 19, 2024

GLOGTOBER '24: Old Apothecary

 For challenge 6 of glogtober I choose the prompt 'Secrets of the stones', and wrote what I think is my first dungeon. I think it sorta vaguely matches the prompt however. Content warning for implied suicide and unhealthy relationship dynamics.

Old Apothecary

The apothecary in the woods has been abandoned for the last 10 years. Before that, a couple by the names Claricia and Inezch were the ones running it, the wife would make the medicines and the husband would sell them. They arrived in town about 7 years before the place was condemned and even then they mostly kept to themselves. There were so many rumors.
  1. When they first came into town they brought some heavy object, bundled in rugs and as tall as a man. “Just some furniture” they said, but my father says it was far too cold to the touch.
  2. The oracle Distal haunts that house, if you approach it during the full moon it might even be in the mood for a chat. That thing must have been what did them in.
  3. Claricia was obviously a princess from the vampire courts and Inezch her loyal knight. Now the place is guarded by a ghoulish thrall until they can rise again.
  4. There is a yowling leshy out in these woods. I saw it’s bristling black fur in the branches. Each year it steals a few passing travelers or a sheep. Claricia must have had a pact to keep it at bay.
  5. They were monsters who worshiped evil gods and mixed devil blood into their potions! That Inezch must have been bewitched by Claricia’s wiles! She always smelled of sage to hide her evil scent.
  6. Claricia and Inezch were good people and saved my mother from certain death and fixed my gender. If you say anything nasty about them, I will hit you with a broom!
What we know for certain is that Claricia stayed at home with her cat Miette. Inezch would come into town to drop off medicines and buy groceries, and head into the woods to gather herbs or hunt game, but always eager to return home. Then one day he stopped coming, and everyone who went to investigate would get driven away by a scaly black boar. Clearly if there is a supernatural guardian there, then there is something worth stealing. Such as Claricia’s secrets of Low Alchemy.

A note on shorthand. Things labeled Search require 10 minutes of searching to uncover. Those labeled Expertise are freely given if one of the players has a relevant skill or background, and if nobody has something relevant can be discovered with a roll or resource expenditure. Advanced Expertise requires both relevant expertise and a roll or resource expenditure. Things labeled Secret should not be described to the players without them taking some action to uncover it. GM Notes indicates information that is not meant for the player, but helps the GM understand how this place works.

1. Garden

Before you stands a cabin slowly being overtaken by nature. It’s surrounded by a wicker fence and within which lies a  garden choked with weeds.

  • Expertise. Most of the useful plants have died out due to neglect. The presence of Sage, Belladonna, and Mandrake indicate that an alchemist lived here.

    • Expertice.Each Mandrake root is worth 1 GP. However when pulled out of the ground it screams, causing every living thing within 30 ft to save or die. When slightly tugged, the root produces an awful high pitched ringing.

    • Search. Digging around in the garden reveals 2d4 mandrake roots for the taking.

  • Looking south, the front of the house appears to have been untouched for the last 10 years.

    • The front door is locked.

    • The window is covered in ivy from the outside and dusty from the inside.

  • Looking north, the back of the house has had some recent activity, including various foot prints.

    • There is a wide open back door, leading into room 2:Cabin.

    • There is a closed cellar door, with its lock clawed out. It leads into room 3:Cellar.

    • Expertise, Search.The tracks here are not normal. Bare human feet, hoof prints, paw prints, boots. One fresh set of boar tracks changes halfway through into what appear to be mountain lion prints.

2. Cabin

A dusty old cabin. It smells of old death and is covered in cat hair. 

  • There are drawers and cabinets with old clothes, household items and so forth. 

    • Search. you can scrounge 2d6 bulk of stuff that will get you 1 SP per bulk. There is a 1-in-6 chance to find some specific thing.

  • Slumped over on a chair next to that table with old liquor bottles is a corpse of a man in a nightshirt, past rotting and already dry. Casual inspection reveals bite marks around his throat, and key chain lying on the floor next to him.

    • Expertise. The bite marks indicate that he was bitten by something as large as a bear or tiger. There are however no signs of struggle.

    • Expertise. Looking into his mouth reveals d3 crooked teeth, they are too cold and too dry. These are Wizard Teeth, which can be ground up and snorted for temporary MD or sold for 1 GP a piece.

    • Advanced Expertise. The teeth have no pity, and cast spells of divination.

    • Expertise,Search. Naturally occurring indents form runes on the inside of the skull. If properly extracted, the wise can decode them to learn the spells Scry, Detect Evil and Dispel Magic.

    • GM Notes. This is the body of Inezch.

  • The bed in the western half of the room is notable for a lack of dust, but plenty of cat hair. 

    • GM Notes. This is where Mettie usually sleeps.

  • There is a metal stove in the eastern half of the room. It has a chimney going up, and a pipe leading beneath the floorboards.

    • Search. There is a blood vine coiling around the pipe. Full description of blood vines are found in room 5.

3. Root Cellar

The smell of blood, fresh and old hits you first. Then you see the pile of bones in the center of the room. This cellar has walls of packed earth and wooden shelves.

  • In the center is a pile of bones, of varying ages. Picked clean. It seems to be mostly sheep and deer bones, but you find a human skull or two.

    • Expertise. The tooth marks indicate that a variety of different animals have gnawed on these bones.

    • GM Notes. Mettie hunts in the local woods and keeps her catches here.

  • The walls are covered in shelves on which food used to be stored, it’s all rotten now. There are also some old household items.

    • Search. you can scrounge 2d6 bulk of stuff that will get you 1 SP per bulk. There is a 1-in-6 chance to find some specific thing.

  • Southern wall is wooden, unlike the packed earth of everything else. In the eastern half of it is a hole, with prickly blood vines coming out of it. The vines weakly snake towards the pile of bones, and twitch in reaction to hot breath.

    • This hole leads to room 5:Alchemy Lab. The full description of how blood vines work is in room 5.

  • Secret.Symmetrical to the eastern hole, to the west there is a hidden secret panel to room 4:Scrawl-Nest. If you are very quiet or press your ear against it, you can hear scratching and muttering.

4. Scrawl-Nest

A sectioned off expansion of the cellar. Each surface is plastered with paper or scratched with symbols. The air is too dry here.

  • In the center of the room is a chair. 4-in-6 chance that Distal is sitting on it. Otherwise he is scribing on some surface.

  • Every available surface here is covered in writing. Some of which is carved out of the wood, some of which is written on paper that’s been glued onto the walls. The phrase “Sphinx of Black Quartz, Judge My Vow” is repeated many times over. You feel vertigo if you try to make sense of it.

    • Search. If you take the time to try to make sense of these symbols, take d6 non-lethal damage and the lingering sense that you almost understand it. If this non-lethal damage takes you to unconsciousness, you will have a vision of a great tragedy that will kill thousands.

  • There are paper stars and moons hanging around the room, also covered in writing.

    • If you eat one, you will get a splitting migraine that disables you for 1d6 rounds, and upset Distal.

  • There are several chests in here as well. Opennable with the keys on the corpse. Distal does not mind if you riffle through them. But doing so would require Searching.

    • They contain vampire slaying equipment. 1-in-6 chance any particular thing is in usable condition. Also includes a sword, crossbow and set of medium chainmail armor.

    • The chests also contain books. If you're on friendly terms with Distal he will ask for the paper to continue the scrawl. The following books are in here.

      • Vampire Slaying 2

      • Curses 1

      • Inezch’s Journal 2

  • To the north is the secret panel into room 3:Root Cellar.

  • To the west, is a door with vines sticking out from under it. The vines have been nibbled on to prevent them from going deeper into the room.

    • GM Notes. Distal nibbles the vines that encroach upon the scrawl.

Destal


Appearance: A pale impression of a face, trailing off into a ragged cloak of darkness.

Voice: “Scratches, scratches, oh, how I miss her, how I miss her, sizzle, pop.”

Wants: To talk about the past, to avoid the Sphinx’s gaze, to stay out of the bright light, for Mettie to die (won’t kill her himself because he made a promise) and to write out his thoughts.

Behavior: He is generally too distracted to really care about the presence of others, but responds well to nostalgia. Might attack sources of bright lights, loud sounds or any who say that Claricia is not the moon.

Stats: Stats as a wight but he’s a corporeal ghost instead of an animated corpse. If harvested for reagents grants Earth or Order. If you reminisce with him, he will give you an Aching Omen.

5. Alchemy Lab

A sectioned off expansion of the cellar. Everything in this room is covered in prickly vines growing from a mound in the center of the room. You think you can make out the shapes of a hearth, a cauldron. The air is too dry here.

  • It smells terrible here. In the middle of the floor is a pile of offal, with vines growing over it.

    • Mettie throws the bits she doesn’t want to eat in here. Distal eats from them.

  • The blood vines that coat every surface in this room are covered in sharp and thin needles. The vines look dehydrated and brittle.

    • Expertise. These are called blood vines, they are vines that drink blood. They appear still, but can suddenly grab you.

    • Blood vines twitch in reaction to hot and wet breath from living things.

    • Unless you're wearing metal armor, you need to make a dexterity check to not get pricked, with difficulty greater the less layers you're wearing. Pricks don’t deal damage but cause you to bleed.

    • When a blood vine tastes blood, they wake up and seek more of it. The mass of blood vines grapples like a person with 10 Strength and unthinkingly tries to strangle people to death. 

    • Blood vines always act last in initiative.

    • Collectively there is 3 HD of vines in here.

    • These vines are highly flammable and will easily be destroyed that way. However this will also probably destroy the house.

    • GM Notes. Mettie navigates the vines by being very careful, Distal doesn’t care because he doesn’t have blood.

  • The mound in the center is where the vines are thickest.

    • Search. If you find a way to remove the vines from the mound, you will discover that it’s the dried out husk of a woman in a chair. The vines have dug aggressively into her flesh. Her dried blood is as red as fresh blood.

    • Expertise. The woman beneath these vines has especially potent blood. Intoxicating to the creatures of the night. If you have no respect, her heart is a reagent that gives one Air essence, and doubles the potency of any concoction that deals with blood or desire. It also sells for 100 GP.

    • Advanced Expertise. She died of a subtle poison, with the essences of Earth, Air and Fire.

    • GM Notes. This is the body of Claricia.

  • In the east there is a hearth and cauldron buried under the vines. With a chimney leading up to the metal stove upstairs.

    • Search. It’s a good cauldron, 5 bulk to carry and worth 20 GP. You do need to figure out how to get it out of the vines.

  • There is a table and some shelves underneath the vines as well. Covered in alchemy supplies.

    • Search. you can scrounge 2d6 bulk of stuff that will get you 1 GP per bulk. There is a 1-in-6 chance to find some specific thing.

    • There are old books, many of them destroyed by the vines. Here is what you do find.

      • A ciphered recipe book. If your able to crack the code, you will find recipes for the low alchemical concoction of Sanguine, Phlegmatic and Choleric Potions, Concealing Ointment, Humor Realignment Treatment (included at the bottom of this document) and Subtle Poison.

      • Blood 1

      • Alchemy 2

      • Claricia’s Journal 1

  • To the west there is a door to room 4. Scrawl-Nest. It appears that it does get used ever so often.

    • GM Notes. When Distal goes outside to look upon the full moon, he passes through the Alchemy Lab because he doesn’t remember about the secret panel.

  • Laided into the southern wall is a boarded up door. Unlike everything else in the room, no vines have crept up towards it, approach close and it feels several degrees colder. It leads to room 6:Pit.

6. Pit

Deeper than the cellars, the shadows are deeper here, the air is too dry and too cold. In the very deepest part of this place, something sits under a sheet.

  • The room is bare, except for a statue with a sheet over it. Throwing off the sheet reveals it to be a Sphinx of Black Quartz. There are letters at its base in an ancient chthonic language.

    • The statue requires at least two people to carry due to its size. It has 10 bulk.

    • It is worth 1000 GP. From the way your stomach churns to look at it, it’s clearly magical.

    • Expertise. It’s so dry and so cold because it is from the underworld. This is a thing of Earth. Sphinxs guard thresholds, and pronounce judgements. This is a thing of Order.

    • Expertise. The letters on its base translates to something like “Swear on me, be judged and accept what you deserve”.

    • The statue may grant power. Simply declare a vow to it, demand a spell to enact that vow, and proclaim the phrase “Sphinx of Black Quartz, Judge My Vow”. Omit a demanded spell and Sphinx chooses something for you, omit the vow or the key phrase and you will simply be ignored. The Sphinx judges on the three criteria of cunning, refinement and pitilessness.

      • All Three Criteria: You pass with excellence. Gain the spell and an MD if the Sphinx hasn’t granted you an MD before. This MD is cold and dry.

      • Two Criteria: You merely pass. Gain your rightful spell.

      • One Criteria: You barely pass. You still gain the spell, but you also gain the doppelganger curse. It is the doppelganger's sacred duty to teach you the criteria which you're lacking.

      • No Criteria: Abject failure. You get no spell, only a doppelganger to replace you.

Mettie


Appearance:
In her natural state, like a nightmare of a housecat scaled to the size of a tiger. With black fur and shining yellow eyes.

Voice: “You KICK Mettie? You kick her body like a football? Oh! Oh! Death for adventuer! Death of a thousand deaths!”

Wants: To relieve her boredom by tormenting interlopers, to protect Claricia’s remains, for Distal to die (won’t kill him herself because she made a promise), secretly scratches behind the ear.

Behavior: Mettie has lived for a long time, so she’s rather clever, but has never had the patience for book learning. Won’t go out if her way to kill interlopers if she can just scare them away. Will target isolated individuals first.

Stats: As a fully mature Caterwaul it has the stats of a tiger, but with the following supernatural abilities. If harvested for reagents grants Air or Perdition essence.

  • Can turn invisible except for her mouth.

  • Can stretch and morph like a rubber hose cartoon character.

    • Can shrink to be as small as a rat.

    • Can stretch out neck, limbs and tail up to 30’ to make melee attacks at range or move at 4x normal speed.

    • Can morph her shape to mimic other creatures in the size range of rat to tiger, but only the shape. Her skin, fur and eye colors remain consistent and wounds won’t vanish. She can disguise her fur as clothes as well. Disguises are much more convincing in dim light.

The only wandering monster here is Mettie, when an encounter is triggered here, roll on this table for Mettie's approach.

  1. Disguised as a scaly boar with antlers and way too many teeth. Tries to scare people away by being large and scary.

  2. Disguised as a little girl. Tries to scare people away with creepy warnings.

  3. Disguised as a sphinx. Partially to scare people away with the terrible reputation that they have, but also to belittle the Quartz Sphinx.

  4. Disguised as a devilishly handsome business man. Tries to sell the party some old junk to get them to leave. Mettie has a very poor grasp on economics.

  5. Invisible, tries to whisper spooky nonsense into people’s ears to convince them to leave.

Concoction Recipe: Humor Realignment Treatment

A person carries in themselves not only their own final cause, but the efficient causes of their parents and their parents before them. With a carefully applied treatment requiring two distinct concoctions and precise control of the patient’s environment, you can change a person’s outward appearance or inner nature.


Based on the balance of humors in a person, different efficient causes express themselves in a person. Each alchemical essence affects one’s appearance as such.

  • Earth: Makes you look more like a woman from your father's side of the family.

  • Water: Makes you look more like a woman from your mother's side of the family.

  • Air: Makes you look more like a man from your mother's side of the family.

  • Fire: Makes you look more like a man from your father's side of the family.

  • Order, Perdition, Cognition: Brings out traits from the occulted efficient causes. Spirits, antediluvian ancestors, who knows.



Changing Elixir:

Requirements: Perdition and a secondary essence.
This sensitive elixir that encourages the body to change and mutate.

  • If the appearance of the drinker matches the secondary essence, they enter Metamorphosis.

  • If the drinker is in Metamorphosis, they get a random mutation and reroll a random attribute.

  • If the phenotype of the drinker does not match the secondary essence, they take [R]d6 damage and save or get a random mutation.


Metamorphosis

When a patient enters the Metamorphosis state, their physical form becomes incredibly sensitive and mutable, causing the following effects for as long as they are in this state.

  • Their HP can not be higher than 0.

  • Any fatigue will instantly make them unconscious.

  • They automatically fail saves against mutation.

Keep a tally of which essences the patient is influenced by during the Metamorphosis state. The GM assigns three tallies to reflect the environmental factors of Climate, Food and Company. For each of these factors the GM adds a tally to the essence that best represents what what the patient experinces. For example, if your trying to make the patient to look like their mother, you want to get them to stay somewhere cold and dark, drink plenty of water and speak mostly with phegmatic people, to add three tallies to the Water essence. For each concoction consumed, add a tally for each reagent that the concoction is made of. After a day and a night Metamorphosis runs its course, and the severity of the transformation is determined by the total tallies.

  • 5 or less tallies: Surface changes. People who know you well can still recognise that you're the same person. Can change the shape but not the fundamental nature of your organs.

  • 6 or more tallies: Deep changes. Only people who know you really well will recognise it’s still you. Can cause you to slough off unfitting organs or grow new ones.

  • Unless the Settling Elixir is taken near the end of Metamorphosis, the patient also gets random mutations equal to total tallies divided by 3.

The patient’s resulting appearance is based on the relative tallies in each essence, not just the one with the greatest tallies. Generally the family resemblance is kept and the patient’s new form is like that of another child their parents could have hypothetically had. An androgynous appearance can be achieved by carefully balancing each essence. Novel combinations of essences may result in gender presentations otherwise thought impossible.


Settling Elixir:

Requirements: Order.

This sensitive elixir who’s effect is highly dependent on the drinker.

  • If drunk by someone in the tail end of the Metamorphosis state, that state is concluded safely and without unnecessary mutation.

  • If drunk too early by someone in Metamorphosis, Metamorphosis is ended early and the drinker loses [R] maximum HP.

  • If the drinker is not in Metamorphosis, the Settling Elixir can be drunk to automatically succeed a save against mutation at the price of taking [R]d6 damage.

What happened here?

It is true that Claricia and Inezch come from the lands under the vampire courts, but they were simple towns folk. They may have happily married and lived quiet lives if not for Claricia’s blood. Claricia was rarely let out of the house due to her weak constitution, and whenever she was let out it was perfumed with a concealing ointment of sage. Her mother knew no better way to defend her. Inezch was one of the few children her age that Claricia was allowed to see, because their mothers were friends and nobody knew he was a boy back then. When they were teenagers, Inezch snuck Claricia out of her house one night, took her down to the river and proposed under the full moon. Since they neglected the ointment, Claricia was kidnapped by the local dracula lord. Through luck and guile the two managed to escape his mansion, with the fiend burning inside. Needless to say Claricia and Inezch aren’t their birth names, those were also cast aside into the flames.


Now fugitives, they were forced into a life of adventuring and crime. Always on the run from both civilized and feral vampires. They learned to go by aliases and to hide their identities. It was while disguised as soldiers that Inezch discovered that he felt more himself when addressed as a man. They did what they could to survive, scrounging for any scrap of advantage to even the odds. Starting from the recipe for concealing ointment that her mother taught her, Claricia studied alchemy in hopes that they would hold an explanation for her blood. Inezch became a paranoid but capable fighter, always calculating, always trying to anticipate future dangers.


He hated how their most consistent work was monster slaying. Claricia would bait creatures out for Inezch to ambush them. It was on a monster hunt that they met Miette the Caterwaul. A newborn Caterwaul is a grave threat to humans because they need to steal breath to grow. Mature Caterwauls however do not favor humans over other prey. Claricia saw something of the cat that Miette once was and tamed it in the way that only someone with her blood can. Inezch and Miette did not like each other at first, but eventually the Caterwaul would sleep in his lap. The three had other companions over the years. Most drawn by Claricia, many of them tried to eat her, a fair few tried to romance her, and a concerning amount were beheaded by Inezch. Those three turned out to be the idea arrangement. Claricia got a 400 lbs deterrent against other night-monsters, Inezch got a friend who wasn’t also a romantic rival and Miette got regular scratches behind the ear.


The most significant treasure they ever found was the Sphinx of Black Quartz. They would have sold it off to the highest bidder,if it were not for the power it granted. Inezch was confident that he could kill any beast, but he was always short on information. So he swore vows of vigilance for spells of divination. None of his vows were quite to the Sphinx’s standards even if some got close, so they had to use Claricia’s blood to empower this magic. One was bad enough that he got afflicted with a doppleganger.


The couple did not want to live the rest of their lives on the run. Using Humor Realignment Treatment they were able to make sure no one would recognise them. They kept the Sphinx however, Inezch couldn’t part from the power and Claricia wanted to find a way to destroy it. The best she managed was subvert it. She gave the doppleganger the name Distal and caused him to love her more than he hated Inezch. Distal was not made to feel love, it left him confused. He remembered Inezch’s riverside confession as his own, but conflated Claricia with the moon. This strange family lived in peace for a while.


Then one day Distal pronounced the omen that Claricia would die of her own poison, without any ill intent. It happened in the dumbest way too, she accidentally drank some instead of her nausea medication. When Inezch found her lying dead, vines already wrapping around her skin, he went into denial. That evening he did his chores ignoring the caterwaul’s wailing and fell asleep drunk. When the next morning he woke up without her, Inezch asked Miette to kill him.



Wednesday, October 30, 2024

GLOGtober '24: Three Oracles

 For challenge 5 of glogtober I will be doing the prompt 'Oracles and Sages', specifically I'll be doing three oracles.

The first thing you need to know about an oracle is that you should never go to one. They do not tell you anything you need to know. Each prophesy is a curse that will twist your fate. Do not let them shackle you to providence, chart your own fate. If you do not heed my advice, there are three I know by name.

Simeon

She can be found in taverns where dancers spin into the night,
cafes where people exchange poems,
and of course casinos.
Simeon is one of the few oracles who accepts payment in coin,
however the denomination does not matter to her.
What matters to her is that it's traveled far and passed through many hands,
after all it's money makes the world go round.

Revolving Fortunes (d6)

  1. On your next journey you will get lost, but you will end up somewhere just as intresting.
  2. Your mother will die soon, unless she's already dead in which case it's your turn to be one.
  3. You'll soon have a lot more plates to spin, new projects, new responsibility, new you. It will feel like too much, but I trust you'll pull through.
  4. There is something you need to let go of, but you your greed will not permit it. Needless to say your suffer for it.
  5. Ever wanted to travel the world? Very soon there will be an ending, and then a beginning. I suggest you start packing as soon as you leave.
  6. Oof, sorry for the loss. It's natural to grieve, but you can't cry over spilled milk forever.

Distal

You can find him by the river under the full moon.
He can be found in his cave the rest of the month, but it's far too dangerous.
He misses the moon so much, so much.
Tell him of who you miss,
who you've lost.
Reminence with him and he may tell you what to look forward to.

Aching Omens (d6)

  1. Whizz, clatter, shatter. Machines get lonely too. Shatter, sputter. If her engineer still saw her then she would buzz along, instead her heartbreak will take your leg.
  2. Scritch, scratch. You will find a most wonderful rug. Thread and fiber, such lovely knots. Buy it for any price they ask or steal it if you have to. Such lovely knots. Trust me, this rug has the answers.
  3. Hiccup. Cough. There is a child out there, maybe not a child, who never had any friends, any any friends. Ahem. You will be this maybe child's first friend.
  4. SCREEEE, CHOMP. A harpy will attack you! SLASH, STOMP. A harpy will attack you!
  5. Plink, plink, plink. It will rain tomorrow, and the day after that. Swoosh. You won't ever find a satisfying answer to that question you didn't ask me. Splash.
  6. Crackle, CRASH. Lightning will strike you. Sizzle. Rejoice, for you will find a secret in it's scars.

Babirusa

It sits in a dried out old well in the old part of town.
There used to be a gallows up there,
did you know that?
Executions used to be the main spectacle around here,
but that's beside the point.
When you descend down that well on the rope they have left there
bring some flowers. Some say it matters if thier fresh or wilted.
Shove those flowers in it's overstuffed maw,
and take exactly one.

Floral Augury

  1. Dark Crimson Rose: Death for someone else, inherentance for you. Vultures will try to take it.
  2. Nasturtium: If you have never walked the war path before, you will find victory. If you have, some upstart will take your head.
  3. Arborvitae: Rest easy, you will experince a period of rest soon. Expect to have a warm reunion from an old friend.
  4. Snapdragon: You will be betrayed by a frog in your sleep.
  5. Yarrow: You will be fused with another being, your blood vessels split open your skin and intwine with thiers. This will bring both of you true and lasting joy.
  6. Snapdragon: It is a good time to scheme, your next act of treachery will be be executed flawlessly.

Notes:

Sometimes it's good to relax and just write some cryptic shit. Each oracle here is inspired by a card from a oracle deck and each prophesy is inspired by a different card from the same. Simeon comes from the traditional Rider-Waite Tarot. Distal draws on Nick Bantock's the river and Barbirusa comes from Travis McHenry's Hieronymus Bosch Tarot. Can you guess what the card behind each one is? Also, the river isn't technically an oracle deck but a 'ask questions about your subconcious' deck. I also wouldn't recommend buying the Hieronymus Bosch Tarot, the compositions such becouse they are just randomly cropped Bosch paintings and I don't like the canonical meanings of it's cards.

GLOGtober '24: Inside You Are Two Wolves (minimum)

 For challenge 3 of glogtober I will do "Esoteric Orders and Creeds'. Since there are as many days left in the month as I have challenges left, I think I'm going to play a bit fast and lose with the prompt. I have an idea I want to make a post about and picked the prompt that best matches it rather then the other way around. 

Recently on the GLOG discord there have been a fair few discussions on experince, and unrelatedly I have been playing in a CAIN campaign recently which has an experince system that I really like. So I'm going to extract the rules I like and want to talk about and write them up as thier own little unmoored subsystem.


Two Wolves Experince

This alternative experince system is suitable for campaigns in which you want player characters to get more powerful by struggling with internal conflicts and abandoning thier old methods for new ones.

Each character starts with a Creed selected from the ones listed below. Each Creed grants you two tendencies, normal and bolded. At the end of a session go down the checklist and get one XP for every question answered 'yes'.
  • Did you follow your first tendency?
  • Did you follow at least one bolded tendency?
  • Did you follow two or more bolded tendencies?
When your experince bar is full (3 segments), you can cash it in to gain an advance

If I had a specific framework to attach this system to, there would be a list of things to spend advances on. If attached to a GLOG, each level costs [level]+1 advances, and advances can be spent to gain 'small' abilities like spells or martial techniques. Each Creed would also have a small list of abilities that you can purchase only when you have that Creed, but you still keep them after you switch to a different one.

During downtime you can change your Creed to another one if you feel like your old Creed no longer fits your character. This causes you to lose the Creed's normal tendency, but you keep all your old bolded ones.

Creeds

  • Beast
    • Get into a fight
    • Hold Back
  • Doomed
    • Deomonstrate you humanity
    • Demonstrate your distance from humanity
  • Guardian
    • Protect your people
    • Leave nobody behind
  • Moth
    • Uncover hidden or uncomfortable truths about the world
    • Uncover hidden or uncomfortable truths about yourself
  • Temperance
    • put people before the mission
    • Harm someone intentionally
  • Songbird
    • Get someone to do your bidding
    • Do something selfless
  • Demon
    • Enrich yourself
    • Give something valuable away
This is an example list with a handful of the 'Creeds' stolen directly from CAIN to give the vibe of how these things are structured. For an actual game I would write a list specific to it's paramters.

Discussion

First of all, let me tell you what I left out that CAIN had. In CAIN you also get XP just for surviving a session and getting injured or afflicted during that, which I excluded becouse I want focus on the Creeds specicially. In CAIN they are called Agendas and 'tendencies' are called agenda items. I renamed them only so that this post fit the glogtober challenge on a technicality. Last thing I omitted are five agenda abilities each CAIN Agenda has. I don't think there is much point trying to make system agnostic versions of those.

Now let me talk about why I think this system is worth stealing. You dear reader are probably a roleplayer of the OSR tradition who looks down on how FORGE descended games ask you to assign points for how much story you've did in a session. You may consider yourself an artiste who plays a little freak for the love of the craft not becouse some leafs of paper offered you a carrot to do so, or you prefer to make choices specifically consistantly from the perspective of the character and not a director who's writing said character. As an artiste who plays little freaks myself, I like this experince systems becouse while does ask me to do book-keeping, in return it gives me intresting prompts to take my characters in directions I would not naturally take them.

The character I play in the previously mentioned CAIN campaign as she first appeared. She is an exorcist for the clandestine organization CAIN, who's goal is to kill all the Sins spawned from the trauma of psychically sensitive individuals. She is not human, she is an exorcist, who like any psychically sensitive person is at risk of turning into a Sin herself. Her Blasphemy (type of psychic power) is JAUNT, which includes powers like telepathy, possesion, astral projection and most relevent to her the power to invite other willing targets into her brain, this power is called Passanger. We've played three missions over 6 sessions and not once did she use Passanger for the intended purpose of allowing an ally to act through her, but she's invited each mission's Sin to enter her, except for the one who very clearly does not want to go in there. At the beginning I gave her the Moth agenda becouse I wanted her to be be a psychic goo-drinker, someone who learns too much and suffers for it.

During the first mission I wasn't able to come up anything good for the her second agenda item "Uncover hidden or uncomfortable truths about yourself". On the second mission I switched to Temperance partially becouse I was already playing her as someone who helped people, partially to represent the personality of a different PC bleeding into her own via telepathy. The Sin for the second mission was classified as a Centipede, which are fueled by pure seething hatred. So I decided that when she lets the Centipede into her mind she will have the horrible realization that she has not been able to feel hate for the last two years she's been in CAIN custody, and that is why she has this wierd desire to invite trauma demons into her brain. As a result of this she cut off a tiny piece of the Centipede and bound it to be her familiar and 'prosthetic hatred'. I absolutly loved this development, but it's not something that would have occured to me without the agenda item serving as a prompt.

I think each rule in an RPG needs to justify it's existance against the gold standard of roleplaying, good old fashioned make belief. For a rule to be worth keeping around it needs to allow something that you wouldn't get from free form. The experince systems in many FORGE descended rpgs fail at this, but I like what CAIN does becouse it prompts my character to change in ways I like but would am not have come up with in a vacuum. Since each pair agenda items pull the character in opposite directions hitting both triggers over the course of a single session while both staying in character becomes a fairly well defined challenge, which makes it fun and satisfying to get right. I don't think this system is to everyone's tastes, but I find it really fun.

Thursday, October 24, 2024

GLOGtober '24: Completely Normal Girl With Too Much Blood

 For my glogtober seventh challenge but fourth entry I will be doing the prompt of ‘Romance’. I have had the weird idea for a class who’s premise was “what if you had too much blood and you needed a vampire friend to leech off the excess?” since last Glogtober and I have finally penned it. 


Warning: This class touches on themes of romance and sexuality as filtered through the fantasy of vampires. It’s advised to talk with your group on how you want to handle those topics. Playing this as a spooky minion gathering class without a hint of romance is totally possible. Addendum to the Warning: Vivanter did a wonderful review of this class and critiqued the crossed out line. Arguing that the sbutext is can not be changed. It was a well put arguement and I agree.


Additionally this class refers to the player as female and vampires as male but there aren’t any gender restrictions.


Completely Normal Girl 

With Too Much Blood



Choose or randomly roll a background for starting skill and equipment.

For each Completely Normal Girl With Too Much Blood template get +1 HRTS.

A: Eternal Spring, Object of Desire, Can I Fix Him? 

B: Arterial Secret, Random Life Lesson, Chose Life Lesson

C: Deep Veins, Random Life Lesson

D: Vital Revelation, Chosen Life Lesson


What is a vampire?

Not just draculas who take the shapes of bats and mist, a vampire can be any of the dark and supernormal things that stalk the night in search of human blood. It matters not if they are undead, otherworldly demons, mutated beasts, or particularly depraved sorcerers. What matters is that they are full of things like prizes, and value, and quite a lot of hatred, and they would REALLY rather like to replace any and all of those things with your blood, and basically by any means possible. 

Their myriad forms include werewolves, mafiosos, ghouls, incubuses, chupacabras, necromancers, some sorts of mosquito and maybe a really big frog.

A: Eternal Spring

You were always a weak and sickly child. You would constantly suffer bloody noses, have trouble focusing on anything and spray blood everywhere from the smallest cuts. This terrible Blood has burdened you for as long as you lived.


After each meal, you gain d6 Vitae. One unit of Vitae takes up an inventory slot. At 5 Vitae you start to feel dizzy and faint, requiring a Wisdom check to concentrate, at 10 Vitae you fall unconscious, only waking up when Vitae lowers below 10. There are four ways to rid yourself of it.

  • Recuperation: It can be converted one for one to heal your HP during rest.

  • Mosquito: Vitae can be removed by a dracula or some sort of mosquito. Which is basically fine because they are made to do this. When such a creature deals melee damage to you, it will take Vitae before HP. 4 Vitae is enough to feed a medium sized vampire for a week.

  • Frog: Vitae can also be removed by, say, some kind of murdersaurus, or maybe a really big frog. This is bad because they are not made for removing blood, and your Blood knows this. When such a creature deals melee damage to you, it also takes an equal amount of Vitae. If you don’t have any spare Vitae then it just deals damage as normal.

  • Bloodletting: Anyone skilled with medicine can relieve you of your Vitae like a mosquito, an amateur  kprelieves you like a frog. If they bottle it, then they need to gather at least 4 Vitae for a useful magical or alchemical reagent. Oh, also you're a universal blood donor.


A: Object of Desire

Other girls are prettier, more popular, and more accomplished. Despite being plain and unnoteworthy you have many admirers in the dark.


Whenever you bleed, the scent is carried far and wide. The GM rolls an additional encounter check to see if it's picked up by a nearby vampire.


Reaction rolls with vampires are one step more extreme then the rolled result. Negative results mean the monster tries to eat you then and there. Positive results mean it will perform a service for a taste of your Vitae, asking for less the better the result. 


A: Can I Fix Him?

There are vampires who are not like the others. Somewhere buried beneath the prizes and hatred you can see an ember of humanity.


When you can look into the eyes of a vampire ask the GM “Can I fix him?” and the GM will give one of the following answers.

  • No, it is set in its nature.

  • No, but you can make him worse.

  • Yes, and you can make him worse.

You can recruit vampires that you can fix or make worse as unreliable hirelings paid in Vitae instead of gold. A vampire who you have changed for better or for worse can be made into a loyal retainer. Retainer vampires prioritize your well being above all else and follow all your orders to the letter, but still have the vampire nature.


If you use this power on a player character who qualifies as a vampire, the player answers instead of the GM. If you have the power to change him and both players consent to it, the vampire player can take the Suitor feature.


Δ:Suitor

Be a vampire and devote yourself to your ideal prey, a Completely Normal Girl With Too Much Blood. From now on she is your Admired.

As long as you are a vampire and she is a human your relationship is ultimately doomed. You can seek a solution or quit courting her, but until then you have the following.

  • Passion: When you see your Admired bleed, make a Wisdom check or do something impulsive. Make sure everyone at the table is on the same page on what an acceptable outburst is, this isn’t a blank check to be an asshole or gross.

  • Gentleness: Even if the type of vampire you are feeds like a Frog, you can feed on your Admired like a Mosquito.

  • Devotion: You can not mistake her scent for anything else. You can always find her.

  • Attention: With a simple gesture or a few words of encouragement she can give up her action or movement to give you another one.

  • Sacrifice: Once a day you can suddenly appear to take a blow meant for your Admired, even if it doesn’t make sense how you got there.

B: Arterial Secret

You now understand what your Blood has been trying to tell you all this time. It is not a curse, but a gift, and as any gift it must be given willingly.

  • Heal: Your Vitae is eager to leave your body. You can convert it one for one to heal HP damage of someone you're touching.

  • Empower: You may grant any number of Blood Dice (which can be substituted for MD, MD, SD, CD, etc.) for a round to someone you're touching. After the Blood Dice are rolled you lose [sum] Vitae. Careful, excess Vitae loss is dealt as damage instead.

C: Not in Vein

Your Blood understands you now. It apologizes for being overbearing, it will no longer cloud your thoughts or burst from your nose.  


Vitae no longer takes up inventory slots, and you only start feeling dizzy and faint at 10 Vitae. No amount of Vitae can make you fall unconscious.


D: Vital Revelation

You know it’s kinda silly to treat your own blood as a foreign entity, where did you even get that idea? Blood isn’t even what vampires are after, not really, sure they think it’s blood but what they really crave is your animating spirit. The force that drives you to live, laugh and love. Sure, it is in your blood, but it’s also in your bone marrow, and your heart, and EVERY organ, from the top of your head to the tippies of your toeses. They just don’t get it. If anyone tries to steal your energy they will taste only copper and their own ashes.


You are immune to mind control, possession and coercion.


Your Vitae can not be taken from you forcefully. If you do not grant permission Mosquito attacks do nothing and Frog attacks only deal normal HP damage. For the same reason you can also veto effects that drain your life, soul or levels.

Life Lessons

As you grow to understand yourself, your friends, the world and the things that hunt you, learn things you never expected. When prompted to get a random Life Lesson roll a d8, rerolling if you get a duplicate.


  1. Be careful who you trust. You can now smell auras, lies and malicious intent.

  2. Discretion is the better part of valor. You can slow your heartbeat to hide your presence from predators and supernatural detection. If you stay still you can play dead.

  3. To live is to eat. You can freely speak with wet blood but it is free to lie. Blood is loyal to its source and only understands the body and feelings older than letters.

  4. We are not meant to live alone. When you share your Vitae with another, you can form a sympathetic bond. This allows you to use the Arterial Secret on them as long as you can see them, and involuntarily share dreams with each other. Sympathetic bonds can be severed with a micro-divorce. With a small ritual you can trace the psychic connections that are attached to you or your bonded. The only way a fell influence could prevent you from tracking it down is by severing the connection.

  5. People see what they want to see. There are advantages in presenting yourself as small and meek. Unless given a reason, people will naturally lower their guard around you and remember your suggestions as their own ideas. Sharp cookies get a check to catch either trick.

  6. A pedestal is just a tall rock. As far as anyone is concerned, you’ve always had royal blood. Everyone will treat you as a noble and by chance you come across an opportunity to secure a legitimate title.

  7. Nobody knows everything. You can Empower yourself to cast spells. When you Empower another spell caster, you can learn a spell from them, but only once.

  8. Sometimes violence is the answer. You can Empower yourself to perform an feat of strength, agility or endurance. Adding a [dice] bonus to the roll and dealing [sum] damage if it’s an attack. This feat can also be performed with any part of your body; grappling with your loose hair, lifting heavy objects with one finger, etc.



Notes:

Saturday, October 12, 2024

GLOGtober '24: Nothing New Under The Sun

For my third entry of glogtober, I rolled the following prompt from Vivanter, 'Real world artwork that inspires your RPG practice.' I was struggling coming up with something gameable to share, but I think this is an intresting enough thought to share (also it's half way throught the month and I have some more entries to get throught).

I have a habit of playing characters with gimmicks. The earliest characters I remember playing in an online context were a Rogue who invested in STR and improvised combat instead of DEX, a Bard who couldn't speak and was a 'lone wolf'. The Rogue was killed becouse the GM uncharitably did not assume that I moved away from the falling blade trap I was tryint to steal, and the second was awful to play becouse he couldn't speak. Both from the same crummy game with internet randos, that I joined somewhere in the middle of and uncerimonously ghosted. I likely would not even remember those two if I didn't have this old picture of the Bard. The Rogue also had an image somewhere but I could not find it. Apparently that Bard's name was Cruster Slentread if this file name is anything to go by.

More recently, a few years back I played Elena Smirt, who's gimmick is that I extrapolated this xkcd comic into a diety.


Over the last week I have started playing a very cutsey Domestic Witch. The seed for her character was that I wanted to play with the theme of domestication described in the post and play a character on a quest to make the whole world cute and cuddly. When it was established that the campaign's starting town is going to have sheep, I decided to make her a shepard, which drew comparsion to Tiffany Aching from the GM.


And that is when* it hit me, that all this time I have been unknownly copying Sir Terry Pratchett's style of character writing for as long as I have lived. A lot of Terry Pratchett's characters are built around what I've been calling a "gimmick", which often means a joke and a subversion of expectations that rotate around some theme.

Rincewind for example has two. First is his cowardice which the text expounds on the nature of, in subversion of a more typical fantasy story where you would expect the author to meditate on the nature of bravery. Second is that despite being a wizard, Rincewind sucks at magic and the twist is that this is becouse all his spell slots are occupied by a single massive spell. I do not know if the this was satire on Vancian magic as seen in D&D or Vance directly, becouse I read these books as child without the cultural context. Either way, in contrast to a clever magician who uses wierd tricks to get themselves out of trouble, Rincewind has the most powerful magic spell in the world that does him no good, so he just runs away.

Another character is Carrot Ironfoundersson, whose central joke can be summerized as "What if the prophesized king had better things to do then retake the throne?". He's got other jokes, like how he grew up as a dwarf, and how is genuinely a very good and honest person. The complexity of this character is built by stacking the jokes and riffing on them.

Is there anything useful that can be gleamed from this? Early childhood experinces can inform your tastes for the rest of your life, and maybe I should read something new so I have a larger pool of references to subconciously draw on.

Also, thinking about Carrot reminded me of a different character from the Watch branch, Angua. Part of her character development in one of the books was a reveal that werewolves stuck between wolves and humans are effectively dogs. This plays with the concept of domestication. Coincidentally I have started to play a class which also plays around with that theme.

I am truly doomed.


*Technically the realization came when I noticed simularities between some of the characters and Carrot, but the way I'm telling it to you reads better. A lie gets halfway around the world before the truth has a chance to get its pants on and all that.