a lizard rests upon a stone
Sunday, November 24, 2024
Infernal Growth #2 Post-Session writeup
Thursday, November 21, 2024
Infernal Growth #1 Post-Session Writeup
Originally, I wrote this just for the Incunabuli subreddit, but giving half a thought, might as well put this on the blog, too.
Incunabuli is a fantastic system. I love every bit of it, and Benton's writing is beautiful and haunting and atmospheric in a way that I wish I had the words to describe.
Short review/play by play of my group's antics follows, spoilers for the Venture Infernal Growth ahead.
***
A few days ago I commented that I was about to run Internal Growth for my group, and I remember being asked for an update after we finished. So here goes:
We only finished one floor of the dungeon before we ran out of time (we're not fast gamers), but everyone pretty unanimously decided that we'd like to continue it later. I, for one, am really excited to see how the system handles longer-form games. The growth of characters is really baked in in an interesting way that I haven't really seen before. Well, it's kinda like Call of Cthulhu, but I like how it's applied to a more "dungeon-gamey" ruleset.
Anyways! Cast of the adventure included:
- Olaf Olivier of Sorelle, body snatcher. Perhaps the cutter most concerned with getting in and out alive. Chose to keep the extra 2P the adventure grants cutters instead of buying more gear.
- Finnegan Fisk of Fror, Firlish Ironmonger. Stands strong against Aveth and the Other, completely lacking in Taste, Exhaustion, and Faith alike. Really enjoyed being Cursed.
- Lee Linch of Long Eave, Human Disorderly. Good-looking, well kept, courageous to the point of foolhardiness and very quick on the draw.
- Padre Faustino Calderon Capard, Alagoran Priest. Only 20 years old and on his first venture, but already phthisic with consumption and overuse of laudanum. Also an alcoholic, but that doesn't stop him from trying to convert his fellows.
***
The gang chose to ignore the police and start with the front door, figuring that the class disparities between the two of them were too wide to bother with small talk beyond the traditional "Pig/Cutter" call and response. The Padre pushed it open, and the crew spread out into the Spore Parlor. Finnegan grabbed one of the tanks of Kerosene and Lee the ceremonial helmet Professor Manx had earned in his studies while the Padre pondered the taxonomy tree of fungi.
The gang tossed around the idea of burning the house down and calling it a day, but decided to keep that plan on the backburner, just in case things got out of hand. Mint, whose first name I decided was Regenald, overheard the discussion from the next room and timidly asked who these strangers who they were and where was Manx. Olaf pressured him for a puff of the hookah and Lee informed the mouse that he was in grave danger and must leave immediately, leading to Mint's arrest.
The group moved into the dining room, examining the delicacies on display (only Olaf partook), but avoiding the Cheese in the platter. I guess they suspected that something horrible lay there and chose to not risk the trap. Padre Faustino examined the berries on the vine in the corner, splitting them between everyone before he and Finnegan searched the kitchen. The cutters took a brunch break, and the Padre gave himself communion, then drank a little of the wheat alcohol on the side.
Finnegan took the lead after lunch, walking up the back door and tearing off the note, revealing the giant pelican nesting outside. The cutters quibbled over the best course of action for two turns, and eventually, as the argument grew louder and louder, the mighty bird made their decision for them, breaking through the door and striking at the crew.
Luckily for them, Finnegan and Lee (whose words had slipped from whisper to shout in the first place) were able to dodge the pelican's first strike. The rest of the group fled back, past the kitchen and into the dining room. Lee pulled out her pistolette and fired, but the gun jammed and misfired, so the crew fled, and barricaded themselves in the dining room, which is where we ended our session.
***
I don't know if I'll write up another one of these for the next session. Looking back, we didn't do very much. We had several technical difficulties that really ate into our time and previously had to delay this session for several days, but there was a nearly universal agreement that we'd continue the dungeon in more spontaneous sessions later. I had an amazing time running this system, and my players enjoyed it, too.
It hangs nicely in the balance of crunchy and open-ended, and the setting ties very nicely together with the ruleset, resulting in a rich, distinct flavor that's not too unlike a well-aged wine... Or cheese, in this case.
Monday, July 24, 2023
it's on the tip of my tongue
Saturday, February 11, 2023
LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER
LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER
The Schoule Master, a GLOG class
The Schoule Master takes it way too seriously.
You train all year for the chance to show the surrounding villages the true meaning of pain.
Backgrounds: Bully, Blacksmith, Distracted Scholar
Starting Equipment: Schouleball, custom shoulder pads and helmet (as leather), a long pole, staff, bat, racquet or glove.
A: Like A Greased Pig, Rally
B: Catfall
C: An Unstoppable Object
D: Tactics, Encourage
+1 to Movement and +1 to hit with Ranged attacks every template
A: Like a Greased Pig
You have Advantage to escape grapples from opponents.
A: Rally
Add +[level] to Hireling and Follower Morale Saves.
B: Catfall
You treat falls as if they were 20’ shorter. If you are knocked prone, you can Save to immediately spring to your feet.
C: An Unstoppable Object
If you spend an entire turn moving, you can push through an enemy's space without triggering an attack of opportunity
D: Tactics:
Yell some advice at an ally, who may make an additional attack. This uses your action.
If your party is made up of multiple Schoule Players, you may use this feature to make your attacks at the same time, choosing who uses which roll.
D: Encourage
Once per day, yell especially effective encouragement, healing your allies for 1d4 HP.
from wikipedia
One of my players wanted to play a character "like Jordan Love." So here's a class to play the dungeon-crawling quarterback of your fancy. Heavily inspired by the Tactician from Goblin Guts.
Wednesday, December 28, 2022
magic the fool
Saturday, November 19, 2022
GLOG Class: The Obsessive Mutantist
I'm currently running a megadungeon game, and I love mutations. They're just fun. So, after I built up a series of ruins filled with trolls and flail snails with a big, mutatory pond at the center, I decided to have an additional non-diagetic reward for the party that uses said pond.
Introducing the Mutantist, which is basically Skerples' biomancer with the wizard filed off. I don't like wizards. I mean, I love them. But they bug me.
I like to use the Metamorphica for mutations, it's just already got so many, why fix what isn't broke?
Obsessive Mutantist
Starting Skills: Alchemy, Eid* Lore, Poetry
A: A New Taste, +1 Mutation Dice
B: Waste Not Want Not, +1 MD
C: Defense Mechanism, +1 MD
D: Panaceatic Flesh, +1 MD
Every time you take another template of Mutantist, gain 1d4 mutations.A: A New Taste
Taste Blood to tell what sort of creature it came from. [Template]-in-6 to know additional details about the creature, such as its current health/disposition, what diseases it is currently carrying, or its rough current position, relative to you.A: Mutation Dice
Mutation dice are d4s, and allow you to do any of 4 effects when spent:- Infantilize
- Affects a creature of [dice] x 4 HD or less, for [sum] minutes.
- Target Saves or becomes an adorable, if slightly eerie, child version of itself. Creatures lose 1 HD (-6 max HP, -1 to hit, -1 to Save). The target's Strength is halved. The target is now so adorable that all who see it must Save the first time they try to harm it or hesitate. If they fail this Save, they can act normally the next round.
- Monsterize
- Affects any 0 HD creature, for [sum] minutes. Target vermin (rat, scorpion, termite, etc) becomes huge and aggressive.
- HD: [dice]x2
- Attack: [dice]+d10
- Defense: 12 (as leather)
- Monstrified vermin attack the nearest foe, and casters usually throw the vermin as they cast this spell. Works on goblins and other low HD monsters. If you invest 4 [dice], the creature also mutates.
- Make Delicious
- Affects a creature of [dice] x 4 HD, for [sum] amount of time (varies depending on the amount of MD spent on effect:. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] weeks).
- Target creature smells and tastes delicious for the spell's duration. The smell radiates 20' in calm air, but can spread via wind or leave a trail. Sentient creatures can usually resist the urge to eat the target without a Save, but animals and other ravenous creatures must Save or select the effect’s target as their primary attack target. Insects will be attracted to the target for the effect's duration. The target may Save at the end of each duration interval to negate the effects This effect can also affect dead creatures
- Mutate
- Affects a single target for [sum] amount of time (varies depending on the amount of MD spent on effect:. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] weeks).
- Target gains [dice] random mutations. Save negates, Save once per mutation. If the creature chooses to fail its Save, roll double the number of mutations, and the caster chooses which half are gained. At the end of the duration, the target must Save for every mutation they have. If they fail, the Mutation continues past the usual duration, and may be permanent.
Mutation Dice are “spent” on a roll of 3-4, and return to your dice pool on a roll of 1 or 2. If two dice show the same result, you gain a Mishap as shown by the following table:
Mishaps (Doubles):
- Lose 1d4 hp as a series of ticks, flinches and twitches are set off.
- Random Mutation for 1d4 rounds. Save or it becomes permanent.
- Agony for 1d4 minutes as your organs churn and twist.
- Ravenous Hunger. You cannot act normally until you consume ¼ your body weight in edible material.
Dooms (Triples or quadruples):
- Your Appearance and Mutations painfully randomize over the course of 24 hours.
- Each Day, as you awake, Save or gain a new Mutation. As you lay down to rest, Save again or the Mutation becomes permanent.
- Over the course of a week (5 days), you develop into a ravenous protoplasmic blob known as an eidling drake.
B: Waste Not Want Not
Whenever you drink a potion (or any other substance not consumed for homeostasis, really), you have a 50% chance to recycle the substance. It must be disgorged from the orifice of your choice within 10 minutes.C: Defense Mechanism
When an attack hits, you can choose to make it miss by sloughing off your skin, which regrows over the course of a Cirnight*.D: Panaceatic Flesh
Your Hit Points return at a rate of 1 per 10 minutes. As long as you consume double rations, your lingering injuries heal at double the usual rate, and your limbs can be regrown at the rate of one per Season.Infernal Growth #2 Post-Session writeup
Second session follows immediately after the first. We were able to go a lot longer, this time, and really get to try out the combat system....
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