Sunday, November 17, 2024

GLOG Man-at-Arms


Starting Equipment: shield, helmet, gambeson, spear, bow, 20 arrows
Starting Skill: Roll or pick 1) Soldier, 2) Mercenary, 3) Fighter

A: Parry, Shock
B: Grit, Size Up
C: Veteran’s Luck
D: Weapon Master

You gain +1 HP for each Man-at-Arms template you have.
You gain +1 to hit for each Man-at-Arms Template you have.

A: Parry
Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder (destroy) your shield, you can reduce the damage by 12 points instead of 1d12.

A: Shock
When you attack you deal extra damage equal to your Man-at-Arms Templates, even on a miss.

B: Grit
Each time you kill an enemy in battle you may add one Grit to your psyche. Each Grit adds +1 to your HP and +1 to your checks made to hit. You lose 1 Grit every night you spend in comfort.

B: Size Up
With a glance, you can learn the HD, Armour, and Physical Attacks of a creature you see. You may also learn the type and number of combatants at a recent battle site, who won, and the direction the combatants left in.

C: Veteran’s Luck
Once per combat you can turn a missed attack into a hit. You may do this after rolling to hit.

D: Weapon Master
You may make two attacks per round.

GLOG Cathar

This is a stupid gimmick class.

Cathar
Starting Equipment: Clothing.
Starting Skill: Poverty.

A: Consolamentum, Heretic

A: Consolamentum
You do not gain XP from recovering treasure, instead you may perform the sacrament of Consolamentum. When you perform this sacrament on someone, they are cleansed of their sins and made a Perfectus. If a Perfectus dies without having sinned since the sacrament was applied to them, they go to heaven. If this happens to someone you performed the sacrament on, you gain 100 XP.

A: Heretic
All members of the Church's hierarchy are bound by law to cause you harm. Whether they actually do this or not may vary.

The Necroprison

In the middle of the Drachenbois (substitute your own haunted wood), there is a small clearing not 50 feet in diameter. In the centre of this clearing stand four pillars of solid obsidian, angled 45 degrees towards the ground, and forming a pyramid of sorts. In the middle of the pyramid stands a ball of flame, and encased within that, an oval of jet the size of a fist. Within this stone can be seen faint grey whisps swirling around. If someone touches the stone, they are pulled into it.
One of the pillars


The inside of the stone is a featureless black void full of various specters (stats as strong incorporeal undead). When someone is pulled into the stone, their body in the outside disappears. They also find themselves holding an identical copy of the stone. If they crush or shatter this copy they are returned to the outside world. If one of the specters gets ahold of this stone they can crush it to be released. Smashing the stone from the outside releases all of the specters (1d20+8) and anyone else who's been pulled in. If they are released the specters regain their corporeal bodies.

The stone was created by wizards of the Old Empire some 500 years ago to hold heinous and/or dangerous criminals. The specters inside are these ancient Imperial criminals, who are (generally) seeking to escape and return to the outside world. The passage of time inside the stone is strange, and many of the specters will not realize how long it’s been. The specters date from a number of historical eras, the stone was in intermittent use for centuries.


The stone is worth 4,000sp to a wizard, or 1,000sp to a jeweller.


1d8

Specter

1

Protospatharios Nikephoros, 250ya:

One of the last people to be imprisoned in the Necroprison before the collapse of Imperial rule in the Westlands. Imperial noble who colluded with Foreign Enemies to poison the Emperor, failed. Silver-tongued, amoral, will say anything to get the PCs onside.

2

Mágos Holobolos, 270 ya:
Imperial wizard who became obsessed with developing spells related to disintegration. Will be totally willing to work with PCs if they agree to let him continue his studies. Prone to random fits of rapid-fire disintegration. Casts as level 4 wizard.

3

Rudesindus, 300 ya:
Westlander general in the Imperial army who sought to overthrow the ruling dynasty of the time and take the crown. Very friendly to any PCs from the region, assumes they’ve come to free him. Gregarious, friendly, charming, scarred.

4

Vestarches Katarodon, 320 ya:
Imperial General who led his army into a mountain pass full of archers. His term was meant to be 100 years, but no one is left to let him out. Gloomy, but dedicated to the Empire, will refuse to believe it fell.

5

Patriarch Staurikos, 350ya:
Patriarch of the Church pre-Schism. Sent into the Necroprison for calling emperor Maurice the Cruel evil. Now recognized as a saint, but he doesn’t know that. Kindly, intelligent, seems to never be paying anything his full attention.

6

Koubikoularios Theodore, 360 ya:
Imperial courtier who helped emperor Maurice the Cruel ascend the throne by poisoning his father. Promptly sent into the Necroprison. Cartoonishly evil and untrustworthy.

7

Hypatos Olinto, 400 ya:
Prince of an imperial vassal state who tried to declare independence. Prideful, promises great rewards if released. His princedom was destroyed 250 years ago.

8

Goēs Alakaseus, 500 ya:
Old Imperial wizard who sought to create crop failures across the empire and use the resulting chaos to create a Magocracy. Has spent his time in the Necroprison perfecting his version of Cause Drought. Will restart his plan if released. Smarter than the PCs, will offer to cast spells for them if released. Casts as level 4 wizard.

Rudesindus, probably

Saturday, November 16, 2024

Red vs Blue

Two wizards set off to an ancient Imperial collectorium to plunder its contents. A malfunctioning psychic orb beamed overwhelming amounts of colour into their souls, turning them into physical manifestations of Red and Blue. Now they fight over the collectorium, each one trying to turn it their colour. They can both summon little funky Colourlings, small blobby humanoid(ish) creatures who fight for them. The collectorium is a battlefield for these Colourlings. If the wizards were cured of their impairment, presumably they would be very grateful.

Rooms

0: Library room: currently under control of Red. Scroll racks. 1d4 colourlings. All scrolls are illegible as they have been turned Red.

1: Collection: full of miscellanea, all turned red. Under control of Red, 2d4 colourlings. Door to 2 is made of pure Red.

2: Red base: Home of the King of Red. No colourlings. 2,000 coins made of pure Red. If de-magiced turn to silver, otherwise valued as SP only to wizards.

3: Library room: currently a battleground. 2d8 colourlings on each side.

4: Collection: full of miscellanea, all turned red. Under control of Red, 2d4 colourlings.

5: Study Room: a large, cracked, crystal orb sits on a table in the middle. Intermittent lightning, in random colours comes out from it. If a player gets within 10’, a bolt will hit them (save vs Orbs), and turn them into a King of ____ (roll 1d4+2 on colours table). Rest of the room full of rotten scrolls of no value to anyone. 1d4 colourlings on each side skirmishing. Orb is worth 5,000 SP to a wizard.

6: Collection: full of miscellanea, all turned blue. Under control of Blue, 2d4 colourlings.

7: Library room: currently a battleground. 2d8 colourlings on each side

8: Collection: full of miscellanea, all turned Blue. Under control of Blue, 2d4 colourlings.

9: Blue Base:  Home of the King of Blue. 1d3 colourlings serve as courtiers. 3,000 coins made of pure Blue. If de-magiced turn to silver, otherwise valued as SP only to wizards.

10: Library room: currently under control of Blue. Scroll racks. 1d4 colourlings. Door to 10 is a double door made of pure Blue.


If a Library Room is searched, and the scrolls are somehow made legible, one of them is a random spell scroll.
If a Collection Room is fully searched, make one roll on the minor magic item table of your choice.


Creatures

Colourling

HD: ½ Armour: 0 Atk: +0 (30’) Dmg: 1d4 (red or blue)

Throw Globule: The Colourling throws a globule of themselves at a surface, turning it their colour. Effect is permanent, and may affect people. 30’ range, 5’ radius.

If standing on a surface not matching their colour, 1 damage taken per round.


King of Red (formerly Scorblumax the Resplendent)

HD: 3 Armour: 3 Atk: +4 Dmg: 1d10 (red) SD: 4

Spells Known:

Summon Colourling

Bloodwave


King of Blue (formerly Arianites the Indifferent)

HD: 3 Armour: 3 Atk: +4 Dmg: 1d10 (blue) SD: 4

Spells Known:

Summon Colourling

Azure Imprisonment


Spells

Summon Colourling(s)

R: 10’ T: area D: [dice] hours

[sum] Colourlings are summoned in an area. They are not loyal to you unless they have a reason to be. If you have an overwhelming affinity for one colour, the Colourlings match that colour, otherwise roll on the table of colours.


If you invest 4 dice or more in this spell, the effect becomes permanent.


Bloodwave

R: 25’ cone T: area D:0

A wave of bright red liquid shoots forth from the caster. All targets caught in the save must Save or take [sum] damage. All targets are pulled along with the wave, out to 25’. Anything caught in the wave is dyed red until washed.


Azure Imprisonment

R: 50’ T: creature D: [sum] rounds

The target is sent to the realm of Endless Sky. They fall through the realm for [sum] rounds before returning, unharmed, to their point of origin.


Table of Colours

1d6

Colour

1

Red

2

Blue

3

Green

4

Yellow

5

Purple

6

Orange


Certainly not inspired by a Rhett and Link thumbnail I saw. That would be lame.
Scorblumax and Arianites

Thursday, November 14, 2024

GLOG Noble

Starting Equipment: gambeson, helmet, sword, horse, 15s.

Starting Skill: Protocol and (roll or pick) 1) Administration, 2) Chivalry, 3) Scheming


A: Hospitality, Expenses, Connected

B: Band of Brothers

C: You, Good Yeoman; Sworn Men

D: Dieu et Mon Droit


A: Hospitality 

All other nobles in the realm, and the surrounding realms while we remain at peace, are bound by ancient law of hospitality to shelter you and your entourage (up to 10 people). This shelter costs you nothing, although if you or your companions behave badly it may reasonably be withdrawn. You are, of course, expected to return the favour if your host ever visits you.


A: Expenses 

You must pay 10£ (120s) a month in expenses to maintain your status. This covers things like servants, tithes, taxes, feasts, paying off ancient familial ransoms, etc. If you fail to make this payment for even one month, your status is compromised and you must spend at least 100£ (1,200s) ostentatiously to reclaim your position.


A: Connected

You know all the major lords in your kingdom, and many of the minor. You can recognize heraldry and who it represents, and you likely know something of their personality and powerbase. You will almost never been killed if taken prisoner, and instead be ransomed back for 10,000£.


B: Band of Brothers

If you are holding a banner in one of your hands, all allies that have sworn loyalty to it deal +1 damage on all their hits, and gain +1 armour.


C: You, Good Yeoman

Once per fight you can call out to a follower who has sworn fealty to you and give them an additional turn. This does not use your turn.


C: Sworn Men

You may keep 3 companions in a given psyche slot, instead of just 1. When you hire retainers, you may hire twice as many.


D: Dieu et Mon Droit

When you go to battle for your house, and wearing your heraldry, you may make two attacks each turn and gain +1 armour.


Some features from the original Goblin Guts, and some inspiration from Skerples' feudalism posts. I'm using ItO/Cairn-style armour, fwiw.