Inspired by a conversation with a good friend about a setting where heroes volunteer to die in their prime so that they can be resurrected to fight evil in their home kingdom when needed. This is my first time using Affinity Publisher to do something like this and it seemed like a good way to practice and get used to the tool. PDF version found here. Happy Halloween!
Background image sourced from unsplash, skeletons from rawpixel and the Cloister Black font from dafont.I write my thoughts on tabletop gaming, books I've been reading, and things I have been cooking. sometimes, they inspire the others.
Tuesday, October 31, 2023
Wednesday, March 8, 2023
d12 Weird Woods
- Phoenixwood. A dark hardwood that smells of sulfur and ash. Each night, it bursts into flames. Each dawn it extinguishes itself. Its tree is most often found on high mountain peaks and are sometimes mistaken for bonfires or communities.
- Bindwood. Ranges in color from off-white to parchment yellow. Bindwood is named after its tendency to grow in knotted patterns. It is cheap and fast growing, even when cut. If not constantly worn down, it will grow in length at a rate of 1 inch per day. It grows in temperate climates with lots of sunlight.
- Bloodwood. This hardwood tree is the color of dark chocolate with sienna sap. It metabolizes iron to form layers of flakey bark. 50 pounds of this bark can be melted down into 1 pound of iron. Bloodwood normally grows near areas where creatures die with great frequency such as battlefields.
- Gripwood. Excessively sappy, this light green wood supplements its metabolism by catching and dissolving insects. It is prized in the ship-making industry, and applications where shifting cargo are a concern. Outwardly, it looks like and grows in the same locations as an oak tree.
- Entwood. Harvested, almost always illegally, from the sleeping, living bodies of an Ent. Fae creatures will despise anyone who visibly associates with any Entwood not willingly given. Any wooden product made from it is waterproof, fireproof, and will never rot.
- Goblinwood. Somehow a goblin has become a part of this wood. It is unclear even to it how this has happened, but they cannot leave and will die if separated from the wood. Use this in conjunction with any other kind of wood.
- Lodewood. This shrubby, leafless plant grows exclusively underground on iron veins. iron left in contact with it for prolonged periods of times will slowly be absorbed, and non-iron metals are lightly repelled from it.
- Lushwood. This mangrove does not photosynthesize, but instead ferments captured insects, fish, and small mammals into strong alcohol. Every 10 pounds of animal biomass is converted into 1 pint of alcohol over the course of a week. It grows best in salty waters.
- Muskwood. Prized as a source of perfuming agents and sometimes burnt to achieve a mild hallucigenic effect. It requires extremely specific soil, water, and light conditions in order to achieve desirable aromas. Otherwise, the smoke is incredibly nauseating. Low-quality muskwood is often processed and turned into lantern oil.
- Wanderwood. A vined, migratory plant that travels in groves up to hundreds of acres in size. It behaves in a manner similar to herbivorous pack animals but is not sentient. Any objects made of Wanderwood will naturally attempt to join the nearest grove if left unattended.
- Spongewood. A subspecies of tumbleweed native to areas of high altitude and low humidity. It can absorb and store up to 100 times its dry weight in water for months at a time. It is popular among people trekking into harsh climates and fetches a high price for live plants.
- Bonewood. Stark white and hard as bone. It is exceptionally light and strong. It is an expensive, but popular, choice for the construction of wagons, furniture, and siege engines. Bonewood trees have no limbs and stick out of the ground in clusters of 5 or 6. Common superstition holds they are the fingerbones of long-dead giants.
Thursday, June 23, 2022
GLOG Class: Meteor Swordsman
I saw a video on discord and I had to do something about it; it looked like something that would be fun to play in a game so here we are, presenting my first stab at a GLOG class:
The Meteor Swordsman
A. Takeoff
The first round of combat your movement increases by [template].A. Ignition
You can take 1 fire damage and cause your meteorite sword to erupt in flames. Add +1d4 fire damage to damage rolls made with it. This effect lasts until the weapon is sheathed or the end of your next turn.B. Impact
Ignition may be used to add 10 feet of knockback to any attack you make and applicable to yourself or your target.C. Comet
Ignition may be used to jump up to 5 times your normal vertical or horizontal distance.D. Momentum
You cannot be knocked down or lose your footing against your will, even if you are not in contact with the ground. You can use Ignition to ignore fall damage.D. Celestial Body
Landing on a target transfers the fall damage you would normally take to the target with a successful attack. If you fall at least 10 feet, you can use Ignition to cause anything within 10 feet except you to take 1d6 fire damage when you land.Meteorite Metal Sword
d6 Sword Quirks
d6 Influence on Wielder
Monday, September 27, 2021
Beyond the Veil Draft Classes Pt. III - Ratlings and the Accounter
see the previous post in this series
see the next post in this series
Ratlings
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| Image via happymag.tv |
Ratling Traits
Accounter
- Sheaf of paper
- Charcoal Pencil
- Rubber Stamp and Ink Pad
- Box of Nails
- Small Hammer
Class Ability Tract
Censorship
Bonus Table!
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Rubber Rejection Stamps |
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DISMISSED W/O APPEAL |
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VOID |
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NO |
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INDECENT CONTENT |
CLAIM DENIED |
IGNORE THIS ENTITY |
Saturday, September 18, 2021
1D12 Items You Found In That Abandoned Fort
There are lots of reasons for forts to become ruins. Perhaps they were abandoned after a war, or overrun by brigands. Why exactly it happened might not matter, but adventurers definitely like exploring them. Whether for loot, a land claim, or because someone or something else is there that disagrees with their sensibilities. Here are some system agnostic items (but still aimed in the flavor direction of Beyond the Veil) you can include if you are so inclined.
1D12 Items in a Fort or Ruin
1. Captain's Mace - This flange mace is masterfully made (+1) and also functions as a parchment carrier. The handle can be opened to store a map or a handful of letters. The pommel doubles as a wax seal. It comes with a worn brass belt ring. It probably has something stored in it.
2. Weatherproof Fuse - Caught in a light drizzle and unable to use their rifle, a musketeer's effectiveness is reduced significantly. Someone apparently figured out a fix to this vexing issue. This fuse can be affixed to a matchlock rifle, pistol, or used on its own. Once lit, it functions for 2 hours per foot, regardless of wind or rain. It is extinguished if completely smothered or submerged. The coil is 2d2 feet long and has a leather carry pouch stamped with "Property of N. Daviess."
3. Watchman's Horn - A short, carved, ivory horn with holes drilled into it in much the same manner as an ocarina. The mouthpiece is made of copper. It can be heard clearly up to a mile away over an open field. Someone has carved symbols next to the holes with distinct meaning. Fingerings perhaps?
4. Liar's Dice - These dice always roll slightly higher than normal when the owner tells an obvious lie when the roll is tossed. Add 1 to the final result of a check if a lie is told while using them. The dice are not obviously enchanted.
5. An Incomplete Ledger - Mostly boring bureaucratic and logistical scribblings. The last page is incomplete and smeared with ink. After investigating it more closely (an easy but mind-numbing task), it is discovered that there is a hidden storeroom in the complex with a level-appropriate amount of cold, hard coin, expensive liquor, and a non-magical but heirloom quality sword of the now deceased commander.
6. A Trusty Cloak - This cloak is made of canvas and lined with soft hare fur. Lead is sewn into the hem and as such it does not flap in even strong winds. It weighs three times as much as a normal cloak made of the same materials (minus the lead).
7. Rope Retractor - An ingenious makeshift device that when affixed to a rope, the user can turn a crank to tightly coil any type of cordage up to 100 feet long and up to the thickness of ship's rope. This process takes 1 minute, after which the rope coil can be removed from the device.
8. Ration Crate - Open, but suspiciously untouched. Six rations wrapped in tattered cloth. Each ration is hard as a brick, smells strongly of vinegar and salt, and seemingly inedible. Not even maggots dare touch them. If soaked in water for a half-day, they become technically chewable and each one can sustain an adult human for three days, or someone smaller for six. No one will enjoy it and a difficult test of one's willpower is required to force it down their gullet.
9. The Log of a Former Adventurer - Not only is there a complete map of all the unlocked or accessible rooms of this ruin, but the location of another ruin notated as "Hells below, never seen something like that before! Danger!" next to a poorly drawn basilisk. There is also the amply provisioned skeleton of a long-dead adventurer, killed via an unfortunate accident.
10. Unlabeled Alchemicals - A milkcrate of 1d8+1 crystal and wooden flasks, all the labels long since worn away. Use your favorite potion or poison generation method to populate the crate. One of the potions is always broken. Its flask has a weathered note tied to the remnants of the neck that reads "Caution: Do not ingest! Contains drowning mildew!"
11. Unusual Bedroll - Originally mistaken as a rather thick coin purse, this lightweight bedroll folds down to fit in the palm of your hand, or fit in your pocket. Folding the bedroll takes 10 minutes and unfolding takes 1 minute. It is made of a material you are unfamiliar with and smells faintly of dry blood and ozone.
12. Onyx Monocle - Ornately decorated with bronze fixtures, there is a necklace locked in this box. It is a silver chain attached to a paper-thin red onyx intaglio. When held up to the left eye, one can see magical energies through the onyx sheet.
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