Showing posts with label Through the Veil. Show all posts
Showing posts with label Through the Veil. Show all posts

Thursday, September 22, 2022

Through the Veil: Intro and Astromancers

Roll the intro cutscene.

Twelve constellations hang in a ring around the earth. Each turning as a spoke in a wheel. Far below lies the earth and all that is in it. This fades to the physical forms of mighty gods butchering one of their own. The god is shattered, falling and falling. He crashes through one of the four bridges linking heaven and earth, destroying it utterly. The world above and below is plunged into darkness. The wheel no longer turns. The gods have returned to their constellations, a red star now lingers among each one.

Twelve gods hang in the firmament.

Cold twinkling eyes watch the drama unfold again and again,

Around the Great Pillar they spin.

Each revolution of the Wheel crushing the age before.

Each revolution of the Wheel birthing an age anew.

Outside, the looming darkness hungers.


Eleven, they gathered in the firmament,

Red, dripping hands rend the First again and again,

The ancient age dies languidly

The infant age does not come, yet the birth pangs shudder.

Outside, the looming darkness enters.


The drama of the stars ends. You lie flat on your back. You see only darkness.


Feel the ache of bones lying upon cold basalt,

Hear the voices without words like those in a dream,

Breathe. A sickly sweet voice intones,


Do'st thou not learn in thy living?

Four are the directions of the wind,

her huntresses seeking prey, its demise to find.

Six is the form that magic takes,

in the eyes of the divine.

Ten armies make the strength of men,

Yet greater strength is found in their kings

Seek these missing number, 

to bring the end of all things.


Cutscene ends. A dark veil slowly pulls away. Who are you?


A Temple Astromancer

A Huntress

A Kingson

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Temple Astromancer

Coveting a time now past. Longing for a distant lover. Bittersweet memories of adventure and joy culminate in a legendary tragedy. This is the lot of the astromancer.


Begin play with three earwax candles, a papyrus writing set with ink, a clay pot of dried fruit, and the accoutrement of your worship.


Lunar Astromancy

Accoutrement: 

  • A memory not yours, (1- of the warmth of the sun reflected on a happy world at peace., 2 - of an age of romance with the Tides, 3 - of a cold and lonely night, far from the Sun.)

  • White Acolyte’s Robes now fraying and dirty on the edges (+1 Faith), 

  • Moon Rock Scepter (talisman for lunar astromancies, Small weapon), 

  • trinket (1- a practical bronze astrolabe, depicts the orientation of the Wheel, 2- a kamal, a wooden card tied to a string. Hold string in teeth and gaze at the horizon to determine latitude, 3- a celatone, a helmet with telescoping eyepiece, provides 1 armor), 

  • An apocryphal version of The Lore of the Lesser Astral Bodies. A scroll (1 slot) enumerating the deeds of the diune moon and her lover, the sun.  This scroll emphasizes the orbit, phases, and miracles accomplished by Jemanin, the Full Moon. Several anecdotes describe her gentleness, revelatory wisdom, and healing abilities. Roll twice on Lore checks related to this knowledge.


Spells, roll 1d6 twice for starting spells. Reroll duplicates.


  1. Revealing Light, To eyes adjusted to darkness, it is the moon’s gentle light that shows the way…
    [dice] hidden objects in the immediate area are briefly revealed. Range and duration increase with MD and intent directs what is revealed.

  2. Tidal Pull, By this the Gentle Moon lowered the bridge and her companions tread across on pure light…
    Range of [dice]x10m. Pull a target Faith + [sum] meters toward you.

  3. Jemanin’s Pillar of Light, Through hill and valley they went, Viracocha hid under a basket to save fast their plot. It was Jemanin’s light that kept the darkness at bay…
    [sum] meter radius is illuminated with gentle blue light. All within are healed for [dice] hp per turn. 

  4. Knock, Nothing remains hidden forever…
    [dice] closed objects open.

  5. Shard of Jemanin, Struck, she fell! and Viracocha’s fury could not be contained. But alas, it would be the first of many scars on the face of the Moon.
    Moon rock falls from above and strikes a target for Faith + [sum] damage.

  6. Twin’s Link, Jemanin and Janemim struggled hand in hand, creatures of the outer darkness held braying, but at bay.
    [dice] objects are locked in their relative positions. Test Faith to maintain under duress.

  7. Light’s Passage, finally the chasm was far too wide and Viracocha’s legs were spent, but from her high vantage the Moon could see a way.
    You and [dice] others can step from one area of the moon’s illumination to another within sight.

  8. Moon’s Rest, Safe, but only for a brief respite. Her head rested lightly on the rising and falling chest of her lover.
    [dice] targets heal for Faith hp. Dice spent on this spell are expended.

  9. Jemanin’s Rapier, In the youthful days full of light, Viracocha laughed and spared with his most attractive pupil.
    Resplendent moonlight crystalizes in your hand. She is a Faith weapon but may strike first in the round, including the round she is summoned. Lasts for Faith rounds.

  10. Argue with Bids, Jemanin honed her wit and wisdom against the mightiest of adversaries.
    receive correction on [dice] confident assertions.

  11. Beacon Call, Stalwart companion to Jemanin and Janemim. Beacon has even edged out Viracocha in the number of times he saved his mistress.
    Summon Beacon, Beacon is a magnificent steed, and towers above all but the kingsons. He uses your Faith for all rolls in moonlight and Contempt for all others. Invest Stamina for a brief burst of flight.

  12. Moon Crash, Terror and Beauty! Behold the mighty Gem of the Night!
    Summon the Aspect of Jemanin to smite foes and heal allies for [sum]+Faith. Must use all MD for this spell.



Eclipse Astromancy

Accoutrement: 

  • A memory not yours, (1- of the spinning stars falling from their rightful place with murderous intent, 2- of a red world, terrfied of your power, 3- of petty men telling lies about you to control the masses.).

  • Black Acolyte’s Robes, golden trim now fraying and falling away (+1 Contempt), 

  • Flat Black Rock (talisman for eclipse astromancies, necklace), 

  • trinket (1- a gnomon. The part of a sundial which casts a shadow. (small weapon) 2- an equatorial ring. A bronze hoop mounted at an angle in a stand used to determine the equinoxes. 3- armillary sphere. A brass model of objects in the sky. Extremely delicate. 

  • An apocryphal version of The Lore of the Lesser Astral Bodies. A scroll (1 slot) enumerating the deeds of the diune moon and her lover, the sun. This scroll emphasizes the accursed deeds of the fallen gods and their starmad Watchers. Roll twice on Lore checks related to this knowledge.


Spells, roll 1d6 twice for starting spells. Reroll duplicates.


  1. Listen, All alone, the quiet was her closest heart companion. The silence is always full of friends.
    The silence of an airless desert prevails. The sound of mortals and material are quenched. In the true quiet the spirits speak. They will answer [Lore] questions. Never ask them more. With more dice come more spirits, or more arcane depending on the nature of the principality.

  2. Argue with Mirrors, Reflection and the moon are synonymous. The light of the sun brings her warmth and peace, but there are other lights she may reflect.

Your own shadowy reflection appears to provide council. Receive correction on [dice] confident assertions. 

  1. Shadow World, Janemim ran a long finger down to the tip of her Cinquedea. If the gods would not behave, she mused, then neither would she.

Descend into the moonlit realm. Shadows climb walls and long dead spirits are seen passing through the air. In darkness you are invisible and in light you are a black void. Replace all your rolls with Contempt rolls for [sum] rounds. 

  1. Dark Mirror, Disoriented, the Watcher cried out helplessly. Wattle in ribbons, his death-darting eye rolled lazily toward the feet of his assassin.

The target’s next [dice] stat tests are rolled using their opposite stat. Useable as a maneuver. Creates a person-sized oval mirror.

  1. Mirror Walk, Viracocha and Jemanin slept soundly in each other’s arms. Awaking, a wrought iron oval mirror stood by, squeaking in the wind.

For [sum] rounds, you may step intoand out of deep shadows or mirrors within line of sight. More may be possible.

  1. Diune, Four were the guardians of the gods, each bearing the names of their makers. They were given all the might of the gods, but not their omnicience.

Create a shadow of yourself for [sum] rounds. The shadow is a duplicate of yourself, but cannot cast spells and has 1hp.

  1. Darkness Cold Touch, Smell their heat, taste their lips… hear their scream. Why should Jemanin have all the fun?

Deal [sum] damage to a target you’re touching. + Contempt if you are whispering beautiful secrets into their ear.

  1. Eclipse Whip, In Viracocha’s fierce passion, he left his flame unattended. Janemim had plenty of time to put it to good use.

A thin bead of fire stretched in a circle around the moon. Pull it down and bring it to hand. This flaming whip is a Contempt weapon and lasts as many rounds. May use a maneuver to grab and ignite a target for [dice] damage ongoing.

  1. Omen, The spirits and the gods all had plenty to say, if you knew how to listen.

The moon shines a fel red light as you warn of dooms and dangers. Camel and horses bray. Hyena, crow, and cockroaches are attracted. Mooks with [dice] HD or less flee and monsters fall into despair.

  1. Curse, The Astromancers at Kiss hold that to lie under the reflective moon is to lie to yourself. In such a manner no soul has escaped their own judgement. Not in an age.

Define a course of action and a consequence in Contempt + [sum] words. Your target may chose which to abide by. This cannot kill the target if they have more HD than [dice].

  1. Light’s Broken Fractals, The holy power of deity bludgeoned back the brave Viracocha in their direest hour, his flame finding no purchase. It is under the threat of such loss that some rise and some shatter. Shatter she did.

Create Contempt shadows of yourself for [sum] rounds. The shadows are a duplicate of yourself and have 1hp. 

  1. Abyssal Feline, The darkness behind is quiet, but not empty.

Cats of the mirror realm slink in from reflective surfaces of your choice or from shadows of their own. Esoteric knowledge is theirs in full, but charity they have for no man. If cast with [dice]:

1- Liter of mundane sized cats with [sum] HP arrive. Each has a scroll or item in their tail.

2- Two dog sized tigers with [sum] hp split among them pounce on the weakest prey. If fed in blood they may grant a mortal a wish within their power.

3- Marshmoff, the Skinned now serves in this place. He once lost a game of riddles with the previous inhabitant. He was once knowledgeable about art of kastromancy and of beast husbandry.

4- One of the Sphinx who watches the arc of time has always been here. She knoweth your name. 


Through the Veil: Another go!




I am revisiting my soulslike game Through the Veil. There are a lot of fun ideas there that I think have legs, but I haven't yet put in the effort to set them on their feet. I won't say too much, but here's to another go!

First, some basic character stat and combat rules. These will grow and evolve a bit as the game is played and as I get to other aspects of the game.

HUMANITY represents the number of times you may die yet live again. Each humanity also represents 1 visceral memory from life. You’ll start with 5. These scraps of remaining humanity describe much of who you are. Treasure them. If you slay a mighty foe, you may graft a bit of their essence into you increasing your humanity and resource pools, but you will become like them. Something similar happens when you make a true friend, but the effect is much less deleterious. When you die, reduce your humanity by 1, erasing the connected memory. Speak the memory aloud as it escapes. It is gone now.

MEMORIES

  • Your home, now veiled, where the custom is to… [home before death and custom]

  • Your mother, beyond the veil. [describe her]

  • Your love, discovered in death. [what keeps you apart?]

  • Your heart friend, fighting alongside you but in another place. [where are they?]

  • [class memory]


HUMANITY FADES when you die, the trauma rends at your remaining humanity. Reduce your humanity by 1 and erase one of your memories determined at random. Speak your lost memory to the group as you do so. It's lost forever now.


As your human essence is tarnished and compressed into an increasingly violent husk, you grow more deadly. Increase your combat rolls or spell rolls by 1 for each point of humanity you have lost. You also gain a compulsion:


  • Pardon me, I was absorbed in thought… Recite one of your memories whenever you meet someone new, or whenever you are first addressed by another player during a session.

  • Hmm, I seem to have misplaced it... You forget you have an Estus flask unless another player reminds you to use it.

  • Not to worry. Great planning begets great fortune... Your first action in combat is always the same. Write it down and be specific. It's not "wait in the back", either.

  • I've just been sitting here, weighing my options… Whenever your stamina reaches 0 you take a knee and catch your breath. +2 damage against you until you stand up.

  • Can't even die right… Gives me conniptions. One of your current items disgusts you, discard it immediately. Surely, it caused your last death.

  • This is a land of monstrosities. And I am no exception… Always use at least 2 focus dice when casting spells, if possible.


RESOURCES are pools of dice. You start with 4 to spread between these categories:

HP (d8) - roll on level up to determine hp.

STAMINA (d10) - use for attack rolls. Skill checks also use d10. Roll under stat.

MAGIC (d6) - use to cast spells. They return to your pool on a 1-3.


STATS are paired and sum to 10. They start at 5, changing as you level, with certain gear, or with your class.

SMALL/BIG

CONTEMPT/FAITH

LORE/LUCK


COMBAT

-regain 1 stamina dice at turn start

-unengaged ranged attackers go first, then melee, then spells

-if melee is unopposed 

-melee attacker roll stamina resource in an opposed check against their adversary for basic attacks. If rolling multiple dice take the best and compare the final results to this list:


attacker/defender

pass/pass: Deal damage or perform a maneuver. Your adversary has the same choice.

pass/fail: Deal damage and maneuver.

fail/pass: Receive damage and maneuver

fail/fail: Each loses 1 hp as blades clash and faces grimace


If a defender cannot contest an attack if they are taken by surprise, are incapacitated, or other situation as determined by the DM. A defender who does not wish to contest does not expend stamina and takes a fail result. A defender may contest attacks as many times as they wish as long as they have stamina to spend to do so or an ability which allows them to respond otherwise.


Ranged attacks are resolved by the same procedure, but can only be opposed by enemies with a ranged attack. It is difficult to make a ranged attack while engaged in melee.


Spells are resolved last as glog spells are. These are powerful, but esoteric and costly abilities. The weakness of the magician is that their magic may quickly run out. Magic Dice return to your pool on a roll of 1-3.


Monday, August 2, 2021

The Smoldering Grove

Anto Finnstark

Let's build put our sword to the grindstone and build a dungeon! As discussed in the previous post, we want to communicate the story of the setting via the boss, factions, enemies, items, and NPCs. To do so, I selected a dungeon plan from the chart at the end and an interesting faction then wrote a new complimentary faction, npcs, and enemies. To present the info I think it's easiest to start with the map and keyed encounters:



REGION LORE:
The Smouldering Grove lies deep in the marshland in the heart of the rotten Mother Tree.

The druids once worshipped the Terrible Serpent and kept the balance between the dangers of the wild and the tyranny of civilization.

The darkness of the marshfog is due to foul smoke from the Changling Flame.

Rot claims all. The sustaining Living Fruit is no longer here.

Fire consumes and transforms, but here mostly transforms.

The Changling Flame is a tool of the Father, used to craft civilization. It must be extinguished for the cycle to continue.

FACTIONS:
Tenders of the Grove (Druids):
I've heard they were once a priestly lot, tending the changing flame and bring a touch of life and vibrancy to the outer places. But see their grotesque form now. One should never play with fire.
Wants: Replace Tyranny with Freedom. Freedom of form. Transform Ordered reality into each man's will.
By: Changing Fire and the fruit of the tree of knowledge.
But: The grove rots without the Living Fruit stolen from Unyali. 

Knowers of the Oak Tree (Druids):
The woods creak and moan. The wind howls. The world itself cries out against the tyranny of the Timeless One. Let his embers be put to rest.
Wants: Extinguish the Changing Flame and reclaim the Living Fruit.
By: Reclaiming it from ???.
But: Capture the Spark that starts the Cycle anew.

0 - The bonfire illuminates the inside of a cavernous rotting tree. The moon is barely visible overhead. The rotting tree bark encloses the massive hollow space within. Two narrow paths along the edge of the tree are visible (toward 1 and toward 6). Toward the center of the tree there is a steep drop to murky black sludge. It is impossible to see its depth. In the distance is a faint golden glow (Unyali).

The path toward 6 is clogged with brush and branches. It is possible to traverse with effort, noise, fire, and or time. Doing so likely causes a ruckus and husks from the direction of 1 or a random encounter will arrive.

In the muck are Ooze Leeches, crocodile-like slime animals. 

Ooze Leech
Black and thirsty, biting, hungry. Beware the black, forgo the muck. Live to walk again.
3 (12hp)/1 stam/0 focus/0 humanity
Attack1 envelope. Those hit are stuck where they are. Enveloped targets take 1 additional damage each turn from attacks and slowly sink into the muck. 
Defense: shriek in pain.
Armor: 3 - slime
Stalk any in the muck and look for opportunities to sneak up on land. Fears fire.

1 - A small group of shamblers acts out animal behaviors. If threatened, they will attack. The murky slime off the path is incredibly hard to get out of and large crocodile-like slime animals make quick work of any who are trapped.

Shambler
Vines, bark, wood, antlers, flesh. The druids seek to become one with Nature.
1 (10hp)/2 stam/0 focus/0 humanity
Attack2 stam Horns. Places antlers on the ground and charges straight ahead. (+2 to dodge rolls to avoid this attack). Hits all enemies standing close together.
DefenseDodge
Armor: 1 bark

2 - A clearing with dry ground is visible toward the center of the great cavity. Within is a golden tree, slowly rotting and turning black. This is Unyali. Unyali is accompanied by a handful of Knowers of the Oak Tree, druids with a shred of humanity left. They are in various states of sanity but are hostile toward all flame. Use this opportinity to give the players a sense of what is going on. Give them some lore about the world and this area if possible.

There is a short, but dangerous path through shallow muck toward the ziggurat and pyre (6). If the PCs wish to go this way, Unyali asks if they go to extinguish the flame. If so they go in peace and may be offered the Olive Mantle, if not, Unyali and the Knowers will be hostile in the future.

Unyali - Tree of Knowledge
Mnnh... new tenders of the grove? Haven't I suffered enough? O, have you a shred of humanity left?
Knows: about the druids and the watcher.
When asked about the Watcher of the Forest. Poor beast. Her fur once decorated my bark. When they fed her my fruit... you can see it in her eyes. The weight of reality was never meant to be carried by pristine beasts such as her. I suppose the tragedy of it all has driven her mad.
When asked about the tenders of the grove. My Dancing Children. Once they were content in the forms the Order gave them. Now with knowledge and fire they change. My children ought not to play with fire.
Does: Grows Golden Apple, able to restore a lost or warped memory. Requires a Mighty Soul.
Needs: Soil fertilized with the blood of the chief druid to die and grow anew in a new home, thus escaping the rot.
Has: The Olive Mantle. Combusts to negate a spell effect and regrows each evening. Also, a Golden Apple.

3 - Chantress dance around Shamblers making a mockery of love. Or they are torturing some forest animal. A Black Ooze lurks nearby, waiting for easy prey.

Chantress
Dark robes and darker eyes. Open mouths saying hidden words. Don't let them chant for long. Things change when they get going.
1 (3hp)/1 stam/2 focus/0 humanity
Spell: An Elk's tongue with ignite (target burns for sum once, then dice each round until chanting stops)
Attack1 stam dagger
Defense: shriek in pain
Armor: -
Begins to chant and ignite the one who looks most flammable, then rushes in with dagger.

4 -  The narrow path of mushy ground gives way to the muck. A rope bridge extends upward into a network of passages connected above the swamp and suspended from the trees. If careful, the PCs may avoid confrontation. If they dally, the druid husks will find them. There are net pouches suspended from the trees. If searched there is a body of a dead Smoldering Sect wizard. On her is a note: (insert some lore from this location or the setting at large or a setting you want to run later). Also, an Iron Halo which acts as a helm and contains the spell Grease (spew forth dice * 5 gallons of slippery, flammable grease).

5 - Hanging from a tangle of rope is Cathbad the archdruid of the grove. His form is disfigured and obviously mutated. He has tremendous girth. A dull orange glow emanates from his mouth and eyes.

Cathbad, Archdruid
Restrain'd captives! Free them from the tyranny of appendages. Take on the form of your choosing!
Knows: about the fire and the downfall of the druids.
When asked about the Changling Fire: There's nothing to be afraid of. It's just a spark of the Creator himself. Just a touch. A short scream later, you've created something new!
When asked about the rot or what the hell happened: O, perhaps snakes ought not to be trusted! Pah! Never take fruit from a snake, this I know. But no one said never give them fruit either. The snake took the Living Fruit and now we rot! But flame purifies! Now we rot, now we rot, burn burn burn!!
Does: Yells to his followers, the Tenders of the Grove. They are deformed husks and cannot hear him anymore.
Needs: Atonement for leading his people to a horrible end. He asks the PCs to receive the power of the flame and reclaim the fruit, thus restoring the grove.
Has: A Pearlescent Scale, your jaw unhinges and stretches. When you eat a person, gain their humanity in max hp. Non-husks always have a few humanity.

6 - Atop a rough-hewn ziggurat stands a massive Elk. Surrounding him are a half dozen chantresses, who stoke its flaming head with their intonations. Illuminating the area stands a massive pyre, filled with the bodies of druids.

Those who wish to be consumed by the Changling Flame are welcome if they pay homage to the Watcher of the Forest.

Watcher of the Forest
Black stag, Mighty Defender! Black stag, Rack of Eyes! Black stag, Forest Incarnate!
1 (25hp)/5 stam/3 focus/0 humanity
Defense: Always blocks with 1 stam. Always counts as having 1 stam to block with.
Armor: -
Attacks:
Enemies Close: Hooves. Kick an enemy dice*10ft away. Otherwise a normal attack.
Enemies at a Distance/Grouped: Horns. Places antlers on the ground and charges straight ahead. (+2 to dodge rolls to avoid this attack). Hits all enemies standing close together.
End of Round: casts 1d ignite for free on one target
When at half hp: The Jealous Flame, the watcher's body ignites as flame envelopes its fur. The flame assaults the minds of all onlookers. Save v Focus or rush toward the Watcher. The flame lashes out and all those who start their turn near the Watcher take 2 damage.
When at low hp: The Watcher lifts the pyre in its horns and from now on attempts to drop it on its enemies. Damage received is as a normal attack plus the flame effect below.

The Changling Flame
The Pyre is illuminated with an orange greasy flame that belches black smoke. This is the Changling Flame. Bodies within grow mutations and are consumed continually. The flame greedily lurches toward those who get close and will attempt to leap onto them.

Any who touch it add the flame to their inventory. When wielding the flame, you may turn your bonfire into a pyre such as this. Those who reach in the bonfire/pyre may receive the flame themselves. The Flame grants a spell: Consume, extinguish a number of nearby fires to gain that many dice to recover your stamina or focus.

If enveloped by the flame (from a kick?) take 2 damage and roll a random mutation. This takes up a slot in the inventory and may have a positive or negative effect. 
  1. leathery wings - fly briefly
  2. flaming eyes - see humanity through obstructions
  3. slime legs - move slowly, but across walls if you like
  4. inner eye - increased perception, never surprised
  5. changeling mind - gain d3 madnesses and bits of lore
  6. claw - lose a hand and gain a claw (as a sword)
GM NOTES:
Balance of this game is something I'm working out still. Allow your players to be creative. This is a souls-like, so combat is implied several places, but let them think outside the box and attempt to parley if at all reasonable. Husks are mindless, but some will pantomime and can be fooled. OSR skills are still relevant and thinking your way out of trouble and into an advantageous position is aces.

The text prompts are just that. Prompts. You can read them aloud for a bit of flavor text, or take them as inspiration for role-playing a particular NPC.

Also, I've implied a lot or spread the story around (as is the soulsy-way). I don't know how practical that is, but I'm trying it out. the gist is that there was once some druid that kept the Changeling Flame and lived in nature in balance. The evil snake tricked the archdruid Cathbad and took the fruit, resulting in rot overtaking the grove. The druids are now split. Those who are with Unyali, the Tree of Knowledge and have kept some humanity, and those with Cathbad who use the Changling Flame to keep themselves from rotting. The watcher was once the guardian of the grove, but has gone mad after the serpent fed him the fruit of knowledge. He is still the guardian of the Flame, but desires to see it consume and transform without limit. If that didn't come through in the reading above, let me know. Its a fine line I'm trying to walk.

NOTE:
So while writing this I saw this post about designing dungeons in a circle. Doing so solves a ton of problems for the specific type of game this is! Take one of the following structures from this graphic copied from the linked post and put the bonfire at the start and boss at the goal. Add rooms and branches for the other encounters and you're done.

INVISIBILITY rules, spells, scenario

Merry GLOGmas to you @inconspicuousal Invisible creatures push the limit of what most rule sets can handle and get handwaved wit...