Sunday, 14 March 2021

Lamentation in Colours of Pentagrams - Session #5

 We've come a long way and this is now my longest running game as well as my first proper OSR game save for Tower of the Stargazer and Death Frost Doom that I've ran for people, but those have been pre-written and rather contained modules, whereas the current game here I'm trying to do in as sandboxy way as I can.
Last session, first session.

Now, our current party line-up looks something like this as everyone was able to make it to the session:

Angelo, an amnesiac magic-user who last time stood witness to a trial of two of his companions.

Blue, a magic-user who was caught translating forbidden texts and has now six months left to procure a miracle or be executed.

Claude, a fighter who initially had joined the crew to investigate the disappearance of a hunter and their daughter from Talen but seems to now be growing curious about the forest itself.

Thrallmar, a dwarven cleric with a strict belief that the forest the group is currently exploring is cursed and with a wish to destroy it.

Camp by the swamp

We began the session with a small retelling of the last session by the players as I like to do with my games, partially to see what they've payed the most attention to but also to ease them back into the headspace of the fiction, at the end of which I asked for the decisions that had lead to the decision of camping next to the swamp for a second time after how well the first time went for them and we did clarify that the party likely did make some way away from the swamp before actually setting up their camp.

Having setlled down to camp the watches were divided out, but the dreams of just about everyone except for Blue were occupied my images and feelings of burning, of heat and of their skins boiling off. Thrallmar was further tormented by nightmares of his sides being hacked away with something sharp and cold and his skin being slowly peeled off from his legs.
During the second watch where Claude was the designated watchman, a rustling could be heard from within the tents of the sleeping party members as well as the little tent occupied by Thackerey as soon after their occupants started to slowly tumble out into the wilderness with most of them still in their smallclothes and all of them seemingly in a daze as they slowly and unsteadily headed towards the swamp in the distance.

Claude, being quick to realize that this was what had been happening last time as well, ran up to Thrallmar to wake up the sleepwalking dwarf and the two further spread out to start waking up the rest of the sleepwalkers.
Having evaded any possible harm from this situation, the party decided to try and get what little restless sleep they might be able to get before the morning rather than wander into the woods at night.

Throughout all this Blue slept like a baby, completely oblivious to anything that the others experienced during the night.

Hike to the witch's house

The following day after an early wake up, the party decided to continue heading deeper into the forest in their search of possible treasures in the deepest parts where even the children living here said that they don't go to.

The swamp they decided to walk around even though it might throw them slightly off course for a bit. Skirting around the edge of it for few hours they passed through the same area where a bunch of bones were hung in the air suspended from a mass of vines and with the threes having even grown around some of them to keep them suspended almost like someone had buried a bunch of animal bodies only for trees to have sprouted from beneath them and raising the entire animal graveyard several metres up in the air.
Other than being a peculiar sight and being able to observe the dimensions of this weird patch of land now that they were going through in in sunlight, nothing noteworthy happened as the group pushed forwards through the area.

Going further along the campsite the group had found atop a cliffside on their first outing into the forest had been cleaned up and put back together from it's absolutely trashed state, as well as deciding to check the dried out hollow tree they had picked up on last time to see if there are supplies stashed away in it again. And sure enough, there in the hollow of the tree under a deer pelt, a handful of arrows as well as dried vegetables was found. 
Claude decided to look around a bit for any possible tracks that might give hints as to who had left them here as the party had at first thought the earlier stash of supplies to have been prepared by the now-dead hunter. Nothing immediately obvious was found, but a bit more throrough search revealed some child-sized footprints in the bushes.

After this, the party spent a good while by the tree to discuss how they would handle going back to the witch's house where the children in the woods live or if they should just completely go past and around it since they now had Thackerey tagging along with them. Talking this kind of stuff out lout would of course have had them simply overheard by Thackerey himself, so Blue and Thrallmar took turns distracting the inquisitor as they were the two he had been specifically ordered to follow and watch over.
Eventually the choice they arrived at was to trust Thackerey to do nothing stupid and go meet the kids as Blue was interested in seeing what all trinkets and possible magic items the kids might still have at the house. There was also much interest in having another pair of eyes take a look at the red book that Angelo had not been able to read the last time they were there.

Back at the house and with the children

Approaching the old stone house and the little perimeter of tent and some cooking pots laid out in the open, the area was silent and without signs of life just like last time. Being a bit more confident in their approach since they now knew what to expect here the party decided to try calling out to the kids, explaining in a loud voice that they're not here to bother them but rather to head deeper into the forest.
This caused bit of rustling from the tent set up in front of the house and a moment later the leather flap posing as the door of the tent was tossed aside and a kid clad in furs and wearing a deer skull with no antlers over their head poked their skull-mask out of the tent.
"You can't go deeper into the forest, things get weird there. Weird and dangerous, so you can't go."

Following this was a short exchange between the party and the kid about why it's dangerous out there that they didn't really learn much other than that Jaceb, the leader of the kids, had told them not to go deeper into the forest than where the house was situated and that when they had initially went there things started to get weird.
Trying to call for Jacob whom the group had surmised to be hiding in some nearby bushes away from the clearing where the house stood due to occasional rustling they had been hearing, Thrallmar tried to lure the kid out by offering him food as well as asking for a permission to go through the contents of the alledged witch's house that the kids were occupying. This offer was met with bear growls from somewhere beyond the treeline and were interpreted as being a "no".

Seeing as it was a bit past 3pm, a conversation about where to set up the camp was had as that choice would have to be made when the sun would start to slowly set within the next three or so hours.
On one hand, camping here with the children the group might stay safe from whatever's out there in the deeper parts of the forest, but ot the other hand the current running theory is that the kids turn into animals at night and thus the possibility of getting attacked and how should they deal with that was also weighing on the decision making.

Eventually it was decided (with the new hex crawl map in front of them) that they would push deeper into the forest some ways away from the camp the children had made.

Into the forest crawl

After deciding to head deeper into the forest came the question of "okay, we've got a whole hexmap to explore. Where we going?"
Pondering a moment about the possible ways to approach this, it was decided that they now want to push deeper into the forest, heading north west from their current position.

Roughly three hours of a hike later as the mixed forest slowly shifted to consist mostly of just pines and spruces and with a faint fog starting to cover the ground the party arrived at a clearing where a ton of trees had fallen down and were laying there haphazardly leaning over each other and slowly rotting away. From somewhere underneath the trees a small squeaking sound could be heard.

Being wary of just about everything since the kids had warned them about the deeper part of the woods, a decision was made that rather than personally investigate the sound they threw a rope with grappling hook onto the pile of trees in order to reel some of the off from where they lay and hopefully reveal what was making the noise.

The grappling hook landed among the rotting wood with a *thud* and practically fell the rotten wood apart under it's impact and as it got dragged across them and revealed a squirming pile of what appeared to be squirrels. The poor animals were covered in filth and bird droppings and were missing spots of their fur almost as if they'd been coverred in tar that had been then attmpted to be plucked off of them. Their tails were mixed together in a tangled mess, and as each squirrel tried to go their separate way they couldn't really get anywhere from where they were.

Some discussion was had as to what to do with the squirrels. Suggestions ranged from letting them out of their misery to doing just that and making further rations out of them. 
Further investigation of the surroundings for any tracks revealed a bunch of criss-crossing prints likely belonging to some sort of rodents or small birds hopping around the place. A Detect Magic spell from Angelo however revealed something else entirely. While his original intent was to see if there's anything magical about or a spell on the squirrels, what he ended up discovering was that while the squirrels didn't detect magical in any way the entirety of the forest floor was teeming with thin inter-crossing lines almost like a haphazardly laid out spider's web shooting absolutely everywhere he looked.

Altar by the hill

Choosing to continue further in the light of the slowly setting sun the party pushed onwards through the forest for roughly three more hours before happening by another clearing in the woods. This one was a small hill with no trees growing on it save for one fat and lone birch growing at the very top of the hill, sheltering a stone slab by it's roots.

There very understandably was a lot of distrust among the group for finding random altars in the woods which is why it was approached with healthy doze of caution. Thrallmar prayed for Detect Evil, and as he opened his eyes from prayer what he saw was not anything evil looming by the altar site, but rather a delicate web of miniscule traces running all across the landscape much in the same manner that Angelo had seen at the previous location. The worrying part was that they seemed to make sense in some bizarre way, there was a pattern to be seen here! A method the the madness accroding to which the lines were intercrossing and zigzagging across the entirety of the hill and extending into the forest as far as Thrallmar's eyes could see.

While the dwarf decided to walk around the hill, mayhaps muttering to himself as he tried to make sense of these lines, Blue, Claude and Dylan walked up the hill to get a better look at the stone slab laying at the feet of the lone birch. Judging by the size of it the slab was very obviously some form of an altar, and further cementing this assumption was the handiwork that had been put into it. Running along and around the edge of the altar was a stone relief.
Inspecting the relief, it depicted a human standing upright, followed by successive depictions of a human slowly hunching over before turning into a wolf that then in turn would start to lay down and- and then it disappeared behind a corner as it looped around the entire altar.
Thinking that reading the whole relief might have some ill effects, Blue instructed Dylan to stay there at the front of it while he and Claude followed the rest of the relief around the altar. A wolf slowly laying down against the ground and turning into a snake with the snake then slowly leaning backwards and standing up, growing limbs and turning into the human depicted at the start(?) of the relief and the artwork looping in on itself.

As the others were finishing inspecting the altar, Thrallmar had wracked his brain and finally managed to make larger sense of the shapes these lines were making. They were symbols, runes, pictures and words, and what this particular word said was "Bury".

Deciding to make camp some way into the treeline so that if the group gets attacked they can flee into the open hill instead of getting lost in the woods, a camp is set up and watches are assigned as pairs rather than single person at a time in favor of being more prepared for whatever the night might bring but much to everyone's relief the night passes without an incident and as the sun starts to lazily creep up in the horizon everyone is likewise getting up and ready to be on the move yet again.

Deep forest - Day two

Deciding to keep to the same course that they had already been following, the party chose to keep heading north west and deeper into the woods.

After a few hours hike the terrain started to lead downwards into a small valley within the forest, but as they went down they also started to hear a buzzing sound from somewhere in front of them. Bees.
Looking for flammables that would not burn on a pure flame and thus produce a lot of smoke was not at all difficult in what was mainly a spruce forest, and Blue also had packed some lard with him which when combined with a bundle of spruce branches burned a foul flame that dispersed thick smoke as it burned. Several bundles of this kind were procured and the party kept on moving forwards with the people holding the smoking bundles surrounding the rest of the group to form a small wall of thick black smoke that would hopefully keep any bees away.

Continuing their descent down to the bottom of the valley they started to see the bees themselves zigzagging between a small patch of birch trees that were practically sweating out honey, the golden liquid pouring out of cracks in the trees suggesting that the beehives had been built inside their trunks.

While most of the party harvested any honey they could gather up withoutdisturbing the hives too badly,  Angelo decided to try to see if he could make sense of the lines he had seen when he used Detect Magic in the forest much like how Thrallmar had by the hillside.
Sure enough, after casting his spell Angelo could again see these delicate strands of blue shimmers dancing across the landscape and now armed with the knowledge that these lines have made sense before in the form of a word he set out to find out what they contained. 
Some fifteen minutes of walking all over the valley to get better looks and not have his view obstructed by trees from whatever angle he happened to be approaching his deciphering process from he too managed to get the lines to click in his head. The word he found was "Anoint".

Having now gathered four containers worth of honey and a new word from whatever this web covering the forest floor was, they decided to keep heading the way they had been going for the past day already, further north east.

Climbing back up from the small valley, the sound of bees slowly vanishing behind them and again going through the somewhat thick forest of spruces and occasional pine, maybe rarely coming across a birch or two huddled together, it took another three hours untill anything remarkable happened or was sighted.
What stopped tha party on their tracks for a moment however was the discovery of a corpse hung several metres up a nearby pines, impaled through it's chest and suspended by the very same tree branch that had pierced through it. The branch was nearly two metres in length and nearly four metres up in the air. The corpse itself seemed to be starting to decompose, it's gear it tatters, but hang haphazardly from one of it's shoulders was a backpack that seemed to have gone through a lot.

Grabbing a bow and arrow and fastening a rope onto the arrow, it took the group a few tries to get the backpack down. What they found inside was a glass jar of lamp oil, a ceramic jar containing pickled onions and carrots, as well as a tiny thumb-sized clay vial with no corck or end-cap. The tiny vial seemingly had nothing inside it but still somehow kept slowly dripping out a blackened red substance smelling of rot and salt.
Thrallmar had an idea of first wrapping the vial in some leaves and whatnot but the liquid quickly started to seep through, and thus he decided to put the vial within one of his empty lantern oil jars.

The forest crawl hexmap with the current progress on it, the brown mark is the witch's house

And that is where we left off for the night after dishing out some xp for things like hexes explored, uses found for the hexes, peculiar sights found, things learned about the world, spells cast and various other bonuses.


Monday, 1 March 2021

Lamentation in Coulurs of Pentagrams - Session #4

 This game is now tied for the longest one I've ran with Tower of the Stargazer of all things which somehow also took four sessions to bring to a closure if memory serves me right.

Session one can be found here, and last session here.

This session we got to witness how when one rises, another one falls as Blue's player was finally able to join us again but Claude's player in turn could not make it.
Such are the obligations of real life, getting in the way of our hobbies.

Characters:
Angelo, an amnesiac magic-user.
Beau "Blue" Smith, a heretic magic-user that was once caught translating forbidden texts.
Thrallmar Righthand, a disgraced dwarven cleric with his beard shaved off.

Where we last left off the party had returned back to Talen, bringing back the news about the hunter's passing as well as managing to re-unite the missing girl with her mother. For this they were given ownership over the hunting shack of the now dead hunter.
Thrallmar also had negotiated himself a place as defendant of Blue for the trial he was due for having gone over the time limit he was given for retuning from the forest after which inquisitor Thackerey had said he would consider Blue as having ran away.

Journey to Falm

At dusk on the fourth day after the return to Talen, a wagon accompanied by two riders pulled into the middle of the village. 
A priest in a gray robe with golden stripe running along it's entire length, as are the holy colours of the church of Varchic, stepped down from the driver's seat of the wagon and onto the little wooden platform at the village center and loudly proclaimed that he and his fellow knights of the church had arrived at the request of the holy inquisition of the church of Varchic to apprehend and take with them a heretic by the name of Beau Smith to be trialled against his sins in front of the church and that anyone not cooperating in handing the man over would be considered an accomplice of this foul heretic.

Blue stepped forwards willingly, surrendering himself to the priest and the two knights accompanying him along with Thrallmar who, as Thackerey had to explain to the priest, had agreed to share the burden of Blue's heresy in the event that the dwarf would be unable to defend Blue from prosecution.

What followed was a bumpy two days of travel in a small wagon with hands tightly tied behind their backs for Blue and Thrallmar, with Angelo following behind on foot out of curiosity.
The journey was largely uneventful. The party escorting Blue to his trial made camp shortly outside Talen to pass the night, picked up camp at sunrise and headed towards Falm. Another night was spent camping outside roughly midway through the journey and towards evening of the second day of proper travel the silhouette of Falm could be seen against the mountain range of Foundation onto which it was partially built. (Think something like Minas Tirith from LotR, now make it wider and separated into upper and lower part by another inner wall and you get Falm.)

Arriving there, the two knights of horseback passed a few words to the guard stationed at the gate before having the wagon pull in to the city. Inside the buildings were mostly constructed of stone, and shortly after rolling in to the city Thrallmar's hands were untied as he was let out of the wagon and told that there'd be someone sent for him tomorrow to come and get him for the trial. Blue on the other hand was driven all the way to beyond the second wall to upper Falm where the architechture was largely dominated by church buildings and noble houses, and stuffed into a prison cell to wait for his trial.

A simplified map of Falm and it's districts. Church and nobles reside in upper Falm while commoners and markets are in lower Falm


Before, during and after the trial

Seeing as it was not quite night time yet, Thrallmar took a stroll around the city to see if there was any work he could involve himself in to earn a coin or two only to find out that a beardless dwarf -sign of being disgraced among their kin- is not that well welcomed among people. No fair folk wanted to associate with him and people would carry away valuables as he approached as dwarves who have lost their honour have a tendency to turn all prescious metals and gems into common pebbles and rust should they die.

The following day someone had indeed been sent for Thrallmar, as a town crier could be heard announcing the coming trial of a heretic that would be held later that day as well as calling out for a dwarf going by the name of Thrallmar Righthand.
As Thrallmar approach the man he also noticed two church knights accopanying the crier, who promptly stepped forward to escort him  through the streets of lower Falm towards the upper city and further through there up a winding mountain path to a large open field that had been cut into the rocky mountainside. The field was surrounded by shabby long wooden benches and there in the middle of the field on a slightly raised wooden platform was Blue, tied down to a kneeling position and secured tightly to the platform with thick ropes. Further towards the end of the field stood another platform and considerably higher elevation, and upon it stood two thrones.
Thrallmar was likewise fastened onto the platform from where his hands had been again tied behind his back, although he was allowed to remain standing.

Slowly people started to trickle in and take seats around the field. At some point Angelo had also arrived at the city, met up briefly with Thrallmar, and was spectating the event from the sidelines.
Some hours later several official looking figures hurried to the higher platform, followed by a priest clad in rather impressive robes as well as what would appear to be a nobleman of some sort. The current High Priest as well as Lord of Falm, the twin rules who govern the city.

A sharp round of gunfire into the air by church knights stationed near the platform that Blue and Thrallmar were tied to silenced the rumbling chatter of the crowd and the priest started to speak on his throne. His voice barely reached the interrogation platform, let alone the crowds gathered at the field, but as soon as he finished speaking a man standing next to the priest's throne repeated his words in a clear and resounding voice that carried throughout the open field, announching the trial of the heretic Beau Smith as having begun.

The trial itself had it's ups and downs. The sins and heretical actions of Blue were brought to light for everyone present (translation of forbidden texts, formulas deemed too complex and something that a sane man should not possess). Blue was given an opporturnity to defend himself, with a cried of his own announcing his words to the two men acting as his judges and was helped by Thrallmar embellishing the truth of what transpired in the forest, claiming that Blue being late from his given return time being his own fault rather than Blue's and the reason he had shaved his beard off as a sign of disgrace and loss of his own honour for he knew he had caused harm to come upon Blue for delaying his return.
The lord and the high priest exchanged several private discussion that were not shared by the criers for those attending the trial, and with the high priest buying the story Thrallmar was spinning the trial finally concluded in the lord standing up from his throne to loudly proclaim with his own voice that Blue would still be allowed to keep his head, he would be given only six months rather than the initial year he had had to procure a miracle that would both benefit the church and Falm as well, and that he should start with the investigation into the local swamp from where locals where telling all sorts of unsettling rumours.

Afterwards Blue and Thrallmar where picked up by the knights that had stood watch by their interrogation platform and lead to "backstage" of the platform that the high priest and lord had been seated where they were given only the rudimentary information about the swamp, where to find it, and pretty much told to gather whatever men they feel they require and left to their own devices with a familiar looking inquisitor looking over them.

Preparations for the next adventure

With the recent trial, it was more difficult to find people in town who did not know who Blue and Thrallmar were than it was to find those that did and thus naturally people were also aware of where they and people they associate with would end up heading soon.
Trying to ask around the city for any possible mercenaries, hirelings or even porters was not easy and those that were willing were asking for forward payment in order to have something to leave behind for their families in case of those who still had them or simply in order to atleast gain something if they'd need to turn tail and run from where they were headed or if their employers met an untimely death.

Some plans were thrown around about gathering more gullible religious people and make them believe that whatever they find in the swamp is holy and miraculous. Perhaps they could pass whatever was rumoured to poke out of the thick fog enshouring the swamp and towards the sky as a finger bone of the god giant Varchic who was said to sleep under this very mountain range?
These plans were also put on hold due to their current situation with funding and everyone asking for forwards payment.

The group decided that since they were told to start with the swamp by the lord and high priest of Flam, they would first need some starting funds to gather up an expedition to the swamp.
And in order to gather funds, it was decided that they would head back to Talen and poke around the forest some more. After all, Jacob and the kids had found the bear skin from further in the forest according to Jacob who also claimed that they don't go deeper into the forest than the witch's house since things get weird and dangerous there. Who knows what all treasures could be found there?

With that decision the party headed back towards Talen with Thackerey once again breathing on their necks. Thrallmar spent the few days the party used for travelling by practicing his knowledge of herbs that he had started learning about back at Talen.

At Talen they re-supplied and picked up another hireling. A cattle herder by the name of Dylan who Blue managed to trick into coming along with them for no pay at all with the use of Charm Person.


Back to the woods

And so they set out, with Dylan, Thackerey and Thackerey's retinue with them. Now that they were not tracking anything but rather following markings that they had left themselves the party had much better idea of what to look for to find the path they had taken the last time.
The group reached the dried out river bank, made their way past now barely even noticeable campsite that nature had had time to start reclaiming, past the clearing with an un-inspected gravel path leading somewhere towards the south and to the burned remains of the log cabin they had spent their first night in the woods in. From there they continued further forwards, arriving once again at the twice cursed swamp.

As Blue's player had not been with us when the party had first encountered the swamp he wanted to investigate it based on what he had heard about it. The party tied all their ropes together to form a long and continuous piece that they would give to Dylan, who Blue coaxed into wading through the swampland and to the dark and gnarled mass of tree that looked almost as if it was trying to strangle itself. Upon reaching there, Dylan was to tie the rope around the trunk of the tree which would allow others to pass safely over by allowing them to pull themselves towards the tree as they moved through the fetid soup that was the swampland.

It was determined that someone of more magical nature should be sent over to investigate, leading to the decision to send over Thrallmar.
When he reached the little patch of stable land that the lone tree stood on he closed his eyes and cast a small prayer to detect evil. Upon opening his eyes Thralmar needed a double-take to make sure he had indeed opened them as what he saw in front of himself was nothing but dark with faint fleshy tones like one might see when pushing their eyes tightly closed. Turning around to his friends and realising that he did see them just fine the loudly proclaimed to them what he had proclaimed on the night they last made camp by the swamp: "Ayup, that's a devil tree!"
Angelo likewise decided to cast Detect Magic but failed to see anything magical about the tree.

Having determined that the tree must in some way or shape be evil he did what any logical priestly type would and carefully examined the tree, tapping it to find if it might be hollow as well as rummaging his backpack for a hand axe he was carrying with him, with which he hacked few splinters of the wood for further examination. Seeing as the dent he had made into the wood started to slowly seep this thick viscous and dirt brown liquid he also chose to grab some of it in a vial.

What came next was getting back which was easier said than done. The further Thrallmar fought his way through the swamp from the tree the harder it was getting to move, untill finally somewhere around the halfway point towards the shore where his companions were standing he could no more advance even an inch. After some throwing around of ideas it was decided that he should try and go back to the tree.
Turning around was a fight in and of itself but the closer he got to the tree the easier it got to move and soon Thrallmar was back on solid ground with now slightly worried looking Dylan.

Another return trip was attempted but this time with Thrallmar leaving the liquid and the tree splinters he had in his pack by the tree, for they had hypothesised that mayhaps the tree was preventing him from leaving since he was carrying part of it with him.
This attempt soon came to a smiliar halt as the first one though, with thee dwarf stuck halways from the tree and only able to go back to where he had come from.

After a short outburst from Thrallmar after finding out that his backpack had ripped open as he was wading through the swamp and that his lamp was now lost somewhere among the brown muck he swore to bring the tree down and started to furiously make a dent into it's trunk with his hand axe, an activity that was only eventually stopped by the fact that the tree was as thick as three dwarves and the sun was now rapidly starting to set in the horizon.
One last effort was made to retrieve the men stuck by the tree before nightfall, this time by tying the rope that had been tied around the tree around Thrallmar instead, having Dylan and Angelo (who had come to the tree in order to cast his Detect Magic earlier) in front of him holding onto the rope and having everyone on the shore pulling with all their might as the trio fought their way forwards. It was not an easy task, but as the setting skie dyed the forest shades of orange two men and a dwarf that were covered in mud, dirt, dead moss and god knows what else were now safely back from their excursion to the middle of the swamp. A quick check on their packs revealed that Angelo had likewise torn his backpack while travelling the swamp and lost a waterskin and a pickaxe, while Thrallmar had somehow managed to pick up a stray antler into his pack.

Setting up camp was not a trivial task either so close to the swampland, as it was not easy to find stable enough ground to pitch tents and no natural sources of water were nearby, requiring the party to dip into their supplies in order to not suffer from exhaustion after all they had gone through the day.


Thursday, 25 February 2021

Deck of Many Fates - Tarot readings with magical effects

 The results of yet another silly idea, "what if I wanna have a different type of Deck of Many Things in a game. A type that doesn not completely fuck over things but would still be interesting for players to mess around with and with potential to cause shenanigans".
Or, well, I did not explicitly set out to do exactly that but I ended up with results for the cards that are much lower power level than the original Deck of Many Things both because the world I run my games in currently is atleast aiming for the low-magic grim fantasy kind of theme, and because I'm a coward when it comes to flat out adding large scale destruction and ascension to godhood to my games.

The deck presented here is largely based on actual tarot deck imagery and most card effects atleast very loosely tie into how those cards are sometimes read.
Roughly half of the cards in this deck affect a person tho whom they are being read. This can be either another person, another PC, or even the reader themself if they are doing a reading alone.
I chose to make the cards a bit more interactive with the world in this way because I felt it would create interesting moments where a party member give another PC a reading and the results might afffect either one of the characters or even both in some cases, but also because I wanted to make the deck be something that can be used several times and that supports drawing several cards at once rather than being about drawing single card at a time and having them disappear after granting their effect.



Deck of Many Fates

Old and worn deck of cards, the edges all frayed and the faces of the cards full of small scratches presumably resulted from sliding the cards across or on a coarse surface. The images on the cards are somewhat faded in their colours and in more than one spot there's small doodles on them either to draw in features that have been worn out or to add some extra ones.

When giving a reading with this deck, consult to the card effects below. A reading can consist of any amount of cards which's effects will stay active untill another reading is given. There are four extra cards in the deck on top of the traditional major arcanas of tarot, these can be represented by one card from each minor suit if you wish to use actual physical deck of cards.

  • I. The Fool  - The image of a minstrel waltzing off a cliff with no care in the world, distracted by the bright sun.
    The person to whom this card is read will survive unscathed from the next time they would suffer falling damage.       
  • II. The Magician - Pictured here is a professor hunched over a foaming vial in laboratory that's drawn in astounishing detail.
    The person to whom this card is read will find themself knowledgeable about the next subject they hear anyone pondering about.   
  • III. The Hight Priestess - Depicted is a woman dressed in flowy robes laying atop a moon, a cencer hanging from her out stretched hand.
     The person to whom this card is read will find themself unable to act the next time they're in the presence of someone they recognise as holy.       
  • IV. The Empress - The image in the card is that of a noble woman holding a glass of wine, sitting down with a flower in her hair.
    The person to whom this card is read will have others bend to their will within reason as long as they perceive those people to be below them in social status, likewise the person tho whom this card is read cannot oppose those who they perceive as above them in social status.     
  • V. The Emperor - King sitting on a mighty throne with a stern expression, a bloodied sword and a severed head, both resting against the throne, have clearly been added as an addition to the original art.
    The person giving the reading for this card will be able to command whoever they are reading to with the authority of their king once.
  • VI. The Hierophant - A Depiction of lavishly dressed priest giving a sermon before a group of people, the bottom of the card is covered in small scribbles of names worming up all the way to the backs of the people on the card.
    If the person to whom this card is read shares a name with one of the names scribbled on the card (2-in-6 chance) they will slowly grow to admire the person giving the reading, eventually to the point of devotion and worship. 
  • VII. The Lovers - The picture is of man and a woman in fancy suit and dress, sitting there facing each other with a spear that they don't seem to care about piercing both of them by their chest. The person giving the reading for this card will share the next amount of damage they would take with whoever they read this card to, and vice versa.
  • VIII. The Chariot - Depicted on the card is a beautifully painted chariot with no horses, a spear rest against it's side.
    The person to whom this card is read will find themself driven to be on the move soon, wether they wish to or not. (By monsters, bandits, tax collectors, angry nobles etc.)
  • IX. Justice - Pictured on this card is a dwarf pulling a longsword from the earth with both hands firmly grasped around it's hilt, in front of him on the ground lays a halfling perhaps waiting for his judgement.
    The person giving the reading for this card learns one sin the person they're giving the reading to has committed.
  • X. The Hermit - Snowy mountain range, underneath which a man is sleeping all curled up.
    The person to whom this card is read will experience uninterrupted rest the next time they lay down, and will only wake up after fully rested.
  • XI. The Wheel - On this card is a picture of a jester tied to large wheel, three daggers have hit the wheel while one has sunk itself to the jester's arm.
    The person to whom this card is read will find themself extremely lucky in everything they set out to do for the next three days, but on the third day all of their successes will be paid for in misfortune. The opposite is true for the one giving the reading.
  • XII. Strength - Holy warrior wrestling a wolf, the animal looks ferocious but the man is pinning it down with his bare hands.
    The person to whom this card is read to will find strength within themself whenever doing something perceived as heroic by themself (+2 to str mod when doing heroic stuff). 
  • XIII. The Hanged Man - The faded image of a man hanging from a tree by his foot, he looks up at his tangled foot and looks somewhat annoyed.
    For the rest of this reading, all the effects are reversed to affect the other person instead (So if card would affect the reader it affects the person to whom the card is read instead and vice versa).
  • XIV. Death - Almost comical looking depiction of death on his scrawny and malnourished pale horse staring into the far horizon.
    Both the person giving the reading and to whom this card is being read are suddenly aware that one of them must die for the other to keep on living. (If reading this card by oneself, the person becomes painfully aware that they must end their life.)
  • XV. Temperance - Picture of a reserved lady throwing away the contents of a goblet into a much larger vessel.
    The person doing the reading for this card and the person to whom this card is read will be compelled to balance out whatever they have the largest difference in (wealth, level, hp, etc.).
  • XVI. The Whale - This card is titled "The Whale" but the artwork resembles more of a rotting snake coiling around itself, if snakes had heads shaped like that that is. 
    When this card is revealed, anyone witnessing it can feel their guts sinking almost as if suddenly falling. Water turns foul and muddy.
  • XVII. The Tower - Depiction of a classic wizard's tower with the top few floors of it exploding from the inside and crumbling down. 
    The person to whom this card is read will lose something they are carrying with them but will find double it's value in silver later on.
  • XVIII. The Stars - A woman pouring the contents of two large vases into a lake reflecting the stars.
    The person doing the reading for this card gains the effect of the earlier revealed card (or next one if this is the first card in the reading).
  • XIX. The Moon - The image here contains two dogs howling at a full moon in front of two towers, half of one of the dogs have been drawn in after being worn out.
    The person to whom this card is read will develop a madness that they can mostly supress, except for during night time
  • XX. The Sun - This image is of a highly stylised sun smiling down on a field of flowers, with people dancing in a circle down on the field.
    The person to whom this card is read may re-roll one of their Hit Die, and do so with one die size larger than their normal Hit Die.
  • XXI. Judgement - Depicted is a firey bird alight in flames and rising from a fire, the bird's beak is open in a cry of triumph or pain.
    The person doing the reading for this card has to choose either themself or the person they're doing the reading for, after which that person will be absolved of the last sin they've committed after experiencing punishment for it by the universe. (No-one will recall the person having committed that sin afterwards.)
  • XXII. The Land - A great empty plain with high mountains crowning it in the horizon.
    The person doing the reading for this card can revert one thing about the person they are giving the reading to to it's original state if they so wish.
  • XXIII. The Giant - Image of a large man posing triumphantly, four times the size of the others standing by his feet.
    The person to whom this card is read will find that anyone under their leadership will not falter and will follow them even to certain doom.
  • XXIV. The Mountain - Incredibly well detailed depiction of a mountain range as seen from above at a slight angle, misty and snow-covered mountain tops rising towards the viewer as shadows demonstrate their sturdy ridges.
    The person to whom this card is read will somehow gleam the moment of their death from the reading, giving them the ability to try and avoid it. (The PC can force a re-roll the next time they would die from result of a die roll.)
  • XXV. The Sea - Deep dark blue sea, raging and foaming with stormy clouds hanging over it.
    The person giving a reading for this card will find themself fascinated by the shapes of the waves drawn on the card that seem almost like they are moving and will develop an obsession with water, wanting to see the patterns it makes as it moves. This may lead to madness over time.
  • XXVI. The Pit - Depicted here is a well with no walls, a deep pit with pavement around it, as seen from almost directly above with no bottom in sight.
    The person to whom this card is read will be able to exchange all their current levels for levels in another class of their choosing, rolling their new hit die and keeping whichever hp total is higher the new or the old one.
The list of cards and their effects can also be found as a google sheets document over here:
https://docs.google.com/spreadsheets/d/1zYuUI36BB8A-hdTA8kTp4OVxychjFfeBd0J6S4W-7t8/edit?usp=sharing

Monday, 15 February 2021

World in a 1d100 "I Loot the Body" table challenge

 I mentioned this in passing on the OSR discord server and it seems that Locheil of The Nothic's Eye blog already jumped on it here before I even managed to complete mine that I had started to slowly work on after doing the thirteen items challenge.
But, nevertheless I have now finally managed to push mine brainjuices to produce enough entries to fill a d100 table of random bits and bobs that one might find when going through dead bodies in the world of Land and Sea (I really need to make up a better name for the setting), and I challenge anyone else reading this to make one for a game or setting of theirs.

"I Search the Body" - 1D100

  1. Handful of small red crystals, clear and see-through. Smooth all around with ripple-like texture inside
  2. Rags wrapped around a tree branch to form a makeshift torch
  3. Drawing of a swirling mass of fishes forming a snake-like figure
  4. 2d6 copper coins and 1d4 silver coins
  5. Brass Knuckle
  6. Well kept dagger, wooden handle has shallow intendations for the wielder's fingers to rest naturally on
  7. Glass bottle, contains lamp oil
  8. Slightly dented tip of a spear, the shaft is missing
  9. 50' of rope, frayed at one end
  10. Small polished piece of metal, likely a makeshift mirror
  11. Thick leather coat with extra padding for protection
  12. Holy symbol of the church of Varchic, a circular silver pendant with slightly raised edges to symbolise the pit
  13. Dried meat and herbs wrapped in oil-paper
  14. A clay jar, contains pickled carrots and onions
  15. An assortment of beautiful buttons. Some are silver while others are simply polished metal or other non-valuable material
  16. Lantern, sides covered in translucent leather rather than glass
  17. Crude sewing kit wrapped in small piece of oily leather
  18. 1d4 candles of varying sizes
  19. Small rectangular piece of wood with a hinge connecting it to another wooden rectangle. On the inside of one of the wooden bits is a painted depiction of some saint, and inside the other piece are carved the names of three days
  20. Small animal bones bundled together with a string
  21. Flint and steel
  22. Pouch with 3d6 worn silver coins
  23. A concealed switchblade. The handle is wooden and smooth from years of use, and the blade is chipped
  24. Half faded piece of parchment with sketches of weird combinations of men, women and fish
  25. 1d4 apostles of gunpowder
  26. An improvised set of simple lockpicking tools
  27. Empty waterskin
  28. Old looking tinder box, dented and worn to a shine
  29. Front fang of a bear
  30. Necklace, rather standard craftsmanship. Both the necklace itself and it's chain made of silver
  31. Set of prayer beads with an odd looking additional bead at the end
  32. Lucky rabbit's foot
  33. Assortment of dried herbs, smells of cinnamon and the warmth of ginger
  34. A pair of dice, bone
  35. Handful of nuts and dried berries
  36. Carved pipe and small pouch of loose tobacco
  37. Herbal salve in small clay jar. Smells faintly of freshly cut grass
  38. Small leather container with bandages, a scalpel, thread, needle and a tourniquet
  39. Bottle of cheap alcohol
  40. Worn book of prayers, gray covers adorned with single golden vertical line and the contents detailing lifes of saints
  41. 1d4 rings, jewelled with cheap gemstones and fashioned out of copper and silver
  42. Steel sword, prayer of rest etched onto it's blade
  43. Studded brown belt
  44. 2d6 arrows in a leather patchwork quiver
  45. Iron-reinforced leather boots
  46. Torn jacket with reinforced paddings
  47. Waterskin filled with salty seawater
  48. Talisman made of three bones tied to single string, with notches on the bones
  49. Keyring with two keys, one small and rusty and the other bulky and very simple looking
  50. Assortment of peculiar looking mushrooms
  51. Wooden shield with iron bandings
  52. The toe bones of Saint Mienin, the patron saint of those cast away. Always looking to be in posession of those who cannot return to where they come from
  53. Ear of an elf
  54. Powder horn with 1d8+2 shots worth of gunpowder left
  55. Small copper goblet
  56. Small crumbled piece of parchment containing the last two clauses of a spell at the top, rest above them has been torn off
  57. A golden needle that you just pricked your finger on, ouch!
  58. Small vial of holy water
  59. 1d4 gold coins hidden somewhere on the body (In it's boot, woven into it's clothing etc.)
  60. One black candle. Has a hidden message wrapped around it's wick inside the candle wax.
  61. Shiny fork, two black feathers and a pearl from a necklace
  62. Dried up rose with pricly thorns. Will slowly sprout back to life when stabbing spirits or those influenced by them
  63. Set of two daggers, one with bone handle and the other with charred wooden handle
  64. Hip-flask with amber-coloured liquid inside, tastes sweet and warms the body
  65. Perfectly smooth and round stone like a sling bullet, always warm to the touch
  66. Waterskin filled with foul swamp water
  67. Three wooden nails. Nail a spirit to an object with one and they will be bound to it for as long as the nail remains in place
  68. Small locket with two teeth inside
  69. Braided brown beard with few silvery adornments
  70. Torn-off notice with details of an elf posing as human with a reward listed at the bottom
  71. Red crystal, clear and see-through. Roughly the size of a fist with sharp edges and ripple-like texture inside
  72. Old flintlock pistol that looks like it has been used as a makeshift club
  73. Bundle of long strands of hair, either horse- or humanhair. Several clay beads are woven into the collection of strands
  74. Deck of tarot cards with rather whimsical art style, the Emperor and Hierophant cards are missing
  75. Small fish skull encased in translucent layer of wax. Crushing the skull after warming the wax enough for it to be malleable will result in the skull reforming itself after short amount of time
  76. Cracked compass, keeps pointing south-east
  77. Passage clearly torn from a book, detailing the compatibility of human bodies with certain aquatic lifeforms. Praises someone named Grahm for their excellent discoveries and the furthering of "our" research
  78. Fishbones, several full ones
  79. Highly detailed nautical map, extending way past the shorelines
  80. Single gold coin, with the face side of it almost entirely scratched off
  81. Femur fashioned into a flute
  82. Small glass vial with yellow liquid inside, corked with a dismembered finger. The dismembered end of the finger points inwards and makes contact with the liquid where it looks to be constantly sizzling
  83. Handful of small black seeds
  84. Crumbled and torn piece of parchment with the first two clauses of a spell written on it, rest has been ripped off
  85. Fishing hook made of black iron. Stick it through your cheek and you'll cough up a live fish
  86. Heavy leather-bound tome, inside cover has tenets of the church of Varchic written on it with golden ink. Rest of the book contains journal entries from what appears to have been a higher ranking church official
  87. Beautiful silved pendant of a crescent moon. The wearer cannot speak during night
  88. Map of the church-capital with locations crossed over and notes written on it. "Not here, must've wandered further", "Near the mountains perhaps?", "Maybe check the cost?", "I'm sure the church doesn't have it yet..."
  89. Piece of skin with tattoo of two half-circles crossing over each other
  90. Small pocket-sized journal crusted over with coral-like formations. The book smells of salt and rotten fish and it's pages require prying from each other as they seem to be covered in thin layer of salt
  91. Pebbles mined from deep beneath the mountain range of Foundation, said to be blessed by having been close to the sleeping god-giant Varchic for long time
  92. Dead mouse with blooshot eyes carefully wrapped in oilskin and cotton
  93. Small envelope adressed to the PC who found it. Contains instructions on how to commune with the rotting carcass of the infinite whale Leviathan
  94. Small vial of thick, dark red liquid and a quill pen
  95. Thick wax-like white paint in a tin container. Applying it to a brush allows one to paint with it on any surface as though it was a perfectly laid out canvas
  96. Shrunken head of an elf
  97. Scabbard carved out of stone. Will attempt to magically sharpen anythin put inside like a pencil sharpener
  98. Silver spoon. When dipped into liquid of any sort, will slowly warm it up to the temperature of a perfect cup of coffee
  99. Satin pouch containing 6d10+5 silver coins
  100. Clay container the size of a thumb, lets out drips of the rotted blood of something not of this world. Do not ingest!


Saturday, 13 February 2021

Lamentation in Colours of Pentagrams - Session #3

For those wanting to start from the beginning:
Session #1
Session #2

Last time the party had made significant progress on their mission to find the missing hunter and his daughter, rescuing the girl from this weird bunch of kids living in the woods and starting to make their way back out of the forest towards Talen to return the girl to her family.
They made good distance on their way back but decided to camp out the night next to the swamp that they had painstakingly waded through a day before.
And that is where we pick up from...

Current party members:
Angelo, magic-user with partial amnesia who had identified a book kept by the children to be magical even though it contained no spells.
Claude Vursk, a fighter searching for his village's missing girl who had been hoping to find her here.
Thrallmar Righthand, a beardless dwarven cleric who had shot and healed one of the children living in the woods.

Blue's player unfortunately couldn't make it for the session this time either which led to certain events having to be slightly postponed as a lot of people are still looking forwards to how they'll play out with Blue being able to actually have a say in what happens with him going over the timelimit given to him by Thackerey.

The swamp and the camp

So, heading back with the missing girl with them our group decided to pitch their tents and sleep the night in order to rest their bodies and not get lost in the woods during night. They unfortunately decided to do so right next to the swamp they had crossed earlier which soon proved to have maybe not been the best of ideas. 
Claude was taking the first watch when towards the end of it he started hearing rustling coming from the camp, and moment later witnessed Thrallmar, Angelo as well as their henchman Marvin crawling out of their tents half awake and slowly making their way towards the swamp. Claude swiftly decided that something was not right here and dashed to Angelo to shake the magic-user awake.
Angelo woke up standing in the middle of the camp with half of his clothes still back in his tent with no idea why he was there and not sleeping, and the two promptly proceeded to wake the other sleepwalkers.
Thrallmar was caught by Claude just as he was about to dip his still bare toes into the murky water of the swamp. As Claude had approached the dwarf from behind, the first thing Thrallmar saw upon waking up was the silhuette of a human figure writhing in the middle of the swamp where the tree had stood during day and burning with bright flame. Shook by this sight, he immediately resorted to pointing his pistol towards the middle of the swamp and letting out a shot.
If anyone or anything near the camp had not yet been awake, they sure as hell were now with the gunshot still ringing in Thrallmar's ears as he loudly exlaimed that there is a devil out there on the swamp. Thrallmar trying to frantically explain the situation to others alerted Angelo to the fact that he too could see this burning figure in the middle of the swamp.

Deciding that it was too dangerous to stay here the group quickly packed up the camp and hurried on away from the immediate vicinity of the swamp, only the way they had come from was on the opposite side of the swamp and the forest was growing darker and darker by the minute. The only way was to skirt around the swamp by following it's edge which in the dark was really the only distinguishable path the could make out in the forest.
The operation didn't go that smoothly though even if they did manage to stumble their way through the dark to the other side of the swamp as on the way they found themselves going through a brief section of the forest with all sorts of assortments of bones hanging from the branches as well as from vines snaking their way up the trees and wrapping around even more bones. It was as if the entire forest here had grown around this graveyard that was suspended some seven metres above them among the branches. Luckily nothing more horrible than merely spotting this weird airborn boneyard happened, Thrallmar affixed some candles to his shoulders to further ward off the darkness and kept muttering some sort of prayer as they moved. Occasionally glancing back at the swamp Angelo and Thrallmar had stopped seeing the burning figure out there and could only anymore make out the twisted silhouette of a lone tree in the middle of the swamp.

Beyond the swamp

Having reached the other side of the swamp the party spend a moment fumbling through the dark to find the exact, or even the approximate, path they had taken when coming from the other way but in the darkness it's not really that easy to tell directions or if that particular set of trees looks familiar or not even with the light of lanterns.

Traversing the darkness further away from the swamp the group would keep occasionally spotting this weird shadow just by the edge of the light of their lanterns. It would be there, looking somehow heavier than the other bits of darkness and when approached it would always manage to stay right at the edge of their light. Thrallmar once again leaned to his trusty pistol to solve the problem after trying to chase for the shadow in vain, not being able to shed any light on it. A shot rang out in the darkness accompanied by the sound of birds suddenly taking off from nearby trees and the shadow almost looked like it was stumbling. Nevertheless, the denser spot of darkness stayed where it was.
Another attempt at trying to shed light onto the figure, another shot into the darkness, and the group heard something heavy fall on the groud accompanied by snapping of twigs and rustling of the underbrush of the forest. It was at this point that everyone decided to rush in and found what exactly the shadow that had been haunting them for a while now was.

Rushing in with their weapons at ready, the group found a large brown bear laying on it's back between some bushes. The bear had two gunshot wounds on it's front but still it was just laying there, looking pathetic and letting out next to no sounds at all.
This changed the entire approach of the party, everyone dropping their intents of violence and wondering if they should just shoo the animal away. As they were discussing on how to handle the situation, the bear slowly tried to crawl back onto it's feet while still not trashing about or growling, just pathetically trying to push itself back from laying there on it's back with two slowly expanding stains of red blood forming on it's chest.
Thrallmar ended up sacrificing his bedroll to improvise some bandages while the others wrestled the bear to a sitting position so that the dwarf could fight the bandages on it. Being the selfless man of god, Thrallmar even sacrificed the alcohol he had stuffed to his pack to try and further cleanse the wounds. The bear tried to back away and swipe the dwarf off with the alcohol stinging in it's wounds, and the group could swear it was cursing uder it's breath.
It was now decided for the party what they had already been wondering about, this must've been one of the kids back from the witch's house. "I have not just shot this same kid three times have I?" protested Thrallmar as the party was laying out their tents and starting a new campfire, having decided that they were far enough from the swamp and that they wanted to nurse the bear as it was not exactly acting hostile.



The following day

Rest of the night passed uneventfully and in the morning the brown bear that had been bandaged up and sleeping was nowhere to be seen, and a familiar looking child wearing furs, a bear skull and almost comically too big bear skin wrapped over him with his hands slotted into where it's still intact front claws were.
Some discussing was done about what to do with the kid and they eventually decided on needing to make sure he gets healed up before letting him go to back to the forest by himself, and managed to talk the boy to coming with them as they were to set out back to Talen.

On their way back the group passed by the log cabin they had spent their first night in only to find it almost completely burnt down. A grim thought crossed their minds what with having fought off the wolves during night, and this boy they were now carrying with them also having appeared as a bear during night, but they quickly decided to not dwell too much on the thought. What they had fought off was a pack of wolves, nothing more and nothing less, and further contemplations everyone would keep to themselves. Thrallmar did check the wolfpelt he had skinned off one of them just in case he was hauling around a skinned human but much to his relief it did turn out to still be a wolf pelt.

Nothing else of importance really happened on the journey back save for Blue mentioning this weird feeling of being watched that he couldn't quite explain, and by afternoon they were out of the forest.

Back at Talen

It was decided that the bear kid could not be taken to the village proper, especially not with Blue's assigned watchman still in town. Claude and the kid were left to camp out in the woods where he kept an eye on Jacob, the weird boy living in the woods and clad in a bearskin and wearing one's skull to mask his face.
In the village Angelo and Thrallmar first went to return the hunter's daughter to her mother, as well as deliver the news about the hunter's death. They were presented with a key to the hunter's shack for reward since his wife was too poor to really offer any other sort of reward and she wouldn't really have much use for it now that James was not with her anymore.

After returning the child, next up was conforting mister Thackerey about the time limit he had set before he claimed he would consider Blue as having ran away and come for his head.
This went rather smoothly, almost as if the man had been waiting for it. As soon as they approached the small chapel the village had they spotted Thackerey leaving from there and coming up to them, thanking Blue for so readily presenting his neck for the liberation of his head from his shoulders. He explained how he had already sent word to Falm, the closest major city, for them to send over some men to come gather Blue so he could be put through the proper procedures for breaking his mission of penance.
Being a man of the church himself, Thrallmar managed to negotiate himself a chance at going to Flam with Blue in order to defend him, ending up signing a proper agreement for it according to which he would not be to leave Talen untill departing towards Falm with Thackerey, Blue and their escorts.
Claude on the other hand had been slowly building up rapport with the boy as the two had been left to camp out in the forest, deep enough for no prying eyes to notice.

Other than that the rest of the session consisted of re-stocking on supplies like food and water, replacing one destroyed bedroll as well as getting some more of the herbal salve they had found from the hunter's shack, which was found out to be produced by the wife of the village elder. Thrallmar also started learning about herbs and the procurement of said salves from her.

265xp + the ownership of the late hunter's shack and it's contents awarded to everyone for getting back to safety.



Thursday, 11 February 2021

Scribal magic - A take on classless magic system

EDIT: I have now compiled this into a quickstart ruleset that has been developed a bit further than is presented here, along with slowly thinking of adding more detailed rules to that.
Available here: https://docs.google.com/spreadsheets/d/1AvgZfMsPPJEluZM9ascuGShb0c21i4U3MjKvhh63W-k/edit?usp=sharing

In an earlier post I talked about having been inspired to go through actual grimoires and spellbooks to find some less gamified spells. Now, you should also know that my attention span is close to that of a goldfish with me bouncing between ideas and staying and exploring each of them pretty much only for as long as I can keep myself focused on them and do little else.
Thus, I found another really interesting magic system in a cute little manga called Witch Hat Atelier, in which all magic is drawn by making arrangements of glyphs and other shapes that focus and shape where the magic goes and I of course instantly thought "Yeah, this would have no spell levels and could just have the players drawing the symbols and describing a bit what they wish to achieve and then letting the GM interpret the drawing of magic to see what happens". The system also means that everyone can do magic as long as they have the correct tools and knowledge of glyphs. There were some other intricacies involved with the system presented in the manga, like having the magic happen as soon as you complete the drawing and very clever exploitations of that fact that I also would just love to see players innovating on.
I was very excited to take the idea and mess around with it to try and figure how I could fit it into a game.

And that's how we get to yet another blogpost of me sharing completely un-tested ideas for semi-modular system that one would be able to just tack on their system of choice either as additional school of magic or by swapping out the magic system for the one proposed here.

From Illustrations of the Rubáiyát of Omar Khayyám, Artist: Edmund J. Sullivan


Scribing magic

Pure academical magic that is invoked by writing it down and giving it conditions under which it should activate. Scribal magic does not perform miracles and thus it cannot create something out of nothing. Everything you do with your magic takes from something to produce the desired effects and the magic is the art of taking those pre-existing elements and prescirbing a condition for them under which they should morph and change to execute the spell's effect.

To perform magic through writing, one only requires special parchment made for the sole purpose of being used in scribal magic and little else. Ink for writing the spell matters little in terms of being able to write magic, although the more pure the ink the more clauses one might be able to include in their spells without them becoming undone.
Some highly learned individuals also speak of glyphs and runes, which act as shorthands for words or even entire clauses which can end up saving a lot of space on the parchement as well as drastically shorten the time required to write the spell, but such shorthands also contain a danger. When encountering a rune or glyph that one does not know the meaning of, it can be extremely dangerous to include it in your spell as withut understanding the rune it is impossible to know what it's used as a shorthand for esecially since runes and sigils can even be shorthands for triggering conditions.

The scribing of magic itself is a very simple task yet somewhat slow to do reactively to situations that may arise and for that reason scribal magic users often carry collections of their written spells with them with very specific triggering conditions written into their magic. That way they can appear to be casting magic with simple gestures as long as they are in posession of the written magic, but also have to be cautios about accidentally triggering the execution of their spells through casual interactions.

Here's a rundown of how writing down magic works.

  • First, you must declare or address the source that will carry out your magic, which must be something that already exists around you. This can be something as simple as earth or light, or more specific like moisture in the air or the leaves of nearby trees, as long as there are any such things nearby.
  • Secondly, you set a condition under which the spell should execute. This can be just about anything from "when I point I hand forwards" to "at every dawn".
  • Thirdly, you can assign changes to the source of your magic. For example, if your spell adresses water you could assing it a change of "condense into ice", "vaporise into mist" or even "form into a globe".
  • Lastly, you must declare some sort of target for your magic. This again can range from "the person standing in front of me", "my immediate surroundings" to even "Jack, that bastard who still owes me money".

Here is the template that all scribal magic uses as it's base:


<Adress the source of the core function>
<Declare conditions>
<Assign any changes to the source>
<Declare target(s) for output>


Essentially what you're doing is taking an element of your surrounding and re-programming reality. You can affect a wide range of things but you cannot create something out of nothing as all magic must have a source to execute their function with. This is why scribal magic is also referred to as academical magic.

Jewish Scribe by Jozef Israels


TL;DR

  • Purely written magic
  • Activates when written condition is fulfilled
  • If you carry around written magic, you are considered the caster by the triggers
  • Spells often written in advance and carried around as collections, from which one triggers suitable spells as they see necessary
  • Requires special parchement
  • Purer inks can enable writing of more elaborate spells
  • Runes and glyphs exist as shorthands for words, sentences and maybe even full spells
  • Runes and glyphs can be dangerous if you don't know what they are a shorthand for
  • Sribal magic users need to be careful if they carry around spells during their daily life as to not accidentally trigger them
  • Essentially re-programming reality. Assign something in your surroundings as source of spell and manipulate it to do weird things

Afterword

Like I mentioned earlier, this is yet anther entry to the pile of completely un-tested ideas and as such there likely are lots of clever ways to completely break this system, which might not even be a bad thing as I really wanted this to be a system where creating offensive magic would be very dangerous and if you wrote such a spell you would probably want to destroy it after using it, which would lead to spells being created cautiously and used mostly to solve problems rather than fight people.

With this kind of system, just about everyone should be able to use magic, but it would also place limitations on them at the same time.
Want to have a huge repertuare of spells? Well now magic-users actually need to carry their spells around and prepare them beforehand as well as dedicate resources to either finding the specific tools for writing magic or making them themself.
Combined with my idea for clerical miracles through praying which can be found here, I think these would make for atleast a decent base for classless way to do both religious and academical magic, which I think is a good start if I wish to at some point use these for a classless system. We shall see if I ever get that far, but it's something that could prove interesting to try and do.


Tuesday, 9 February 2021

World in 13 items challenge

 Simple enough really, trying to explain or evoke a feeling of the world in but 13 items with no further explanations.
Original post for the challenge can be found here.

  1. Worn book of prayers, gray covers adorned with single golden vertical line and the contents detailing lifes of saints
  2.  Half faded piece of parchment with sketches of weird combinations of men, women and fish
  3. Torn-off notice with details of an elf posing as human with a reward listed at the bottom
  4. Chipped longsword that your father received as a payment once
  5. Rucksack patched in several places and faded in colour
  6. Dried meat and herbs wrapped in oil-paper
  7. Small animal bones bundled together with a string
  8. Lantern, sides covered in translucent leather rather than glass
  9. A set of prayer beads with an odd looking additional bead at the end
  10. Coat with tough leather reinforcements and several pockets inside
  11. Set of two daggers, one with bone handle and the other with charred wooden handle
  12. Silver coin minted with the image of a neat circle in the middle of it, words in a latin-esque language forming another circle along it's edge
  13. Map of several villages dotting the edge of a large forest
That was considerably more difficult that I first thought it would be and I'm not exactly sure how well that portrays the feel I was going for with this setting, but an interesting little excercise for sure.
This to me seems like the approach one should take when writing tables for looting bodies or what's in the treasure pile, so mayhaps I at some point will look to expand this further into a "I loot the body" table of my own.