Followers
24 November, 2024
Infernal Growth #2 Post-Session writeup
21 November, 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.
24 July, 2023
it's on the tip of my tongue
11 February, 2023
LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER
LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER
The Schoule Master, a GLOG class
Schoule is a bit like a combination of every sport or field game you can think of. Most versions include a point-scoring basket or post of some sort in a central part of each town, and one or more inflated pig’s bladders as balls. It is often played on Feast days or if the weather is fair during the fallow season.
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, a set of custom shoulder pads and helmet (as leather), and 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
You can trigger an impromptu game of Schoule by throwing your ball in the air. Intelligent creatures must Save or join in. Especially sporty or competitive creatures automatically fail.
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. Add +[level] to Hireling and Follower Morale Saves.
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.
28 December, 2022
magic the fool
19 November, 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 you develop into a ravenous protoplasmic blob.
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 month.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.-
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After I wrote about my thoughts on Arden Vul, I put the fate of the campaign up to a vote: Continue in the doomed world we have created...
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We had a good session this week. We spent a long time on the homestead, and so I'm glad to get the chance to exercise my improv skills ...
