Friday, February 28, 2025

d20 Amulets


 d20 Amulets

1. Spotted Marble Tablet on simple thread necklace. When the wearer is endangered, a brave dog may arrive to save them. (The player may decide when is appropriate). If the dog dies, the tablet shatters.


2. Quartz crystal. Glows green and gets cold in the presence of those who lack a soul.


3. Caudalion, the tailbone of a snake dipped in wax and wrapped in scented wrappings. Those who bite the wearer save or explode. On a critical hit with a bite or a critical success on the save, the Caudalion explodes instead (1d4 damage).


4. Saint Koran's Box, a fragile thing of gilded ashwood. The wearer gains the memories of anyone whose finger is stored in the box.


5. Brass Fascinus, a miniature phallus with an eremite's enchantment against self-importance. Aids the wearer in playing possum. If someone really especially wants them dead, they won't be able to tell the difference between staying still and being fully expired.


6. Apotropaic Cat's Eye, marinating in a small sack and carried on a catgut necklace. The wearer can see ghosts and spirits even in the deadly dark at a distance of up to 90 feet.


7. Commandmentine Sigil, a metal amulet in the shape of the old-form ideogram for the word "eleven". When held to the wearer's temple, they can scramble any memory they choose to forget, leaving a confused haze of impressions and images. Due to their use as a little-employed but ever-present status symbol among some crime gangs of Tambracola, carrying the sigil is considered a felony all along the Sasuaran Coast.


8. Etched Phulaktarion. Clever ruby lid conceals a small cavity in which a tightly rolled scroll can be stored. Currently holds a religious mantra that serves as a scroll of protection from evil.


9. Sulfurous Disc. Chunky iron circle on a copper chain. The meaning of the word amulet is "a piece of jewelry that gets you out of trouble," When a screw on top of the disc is twisted, a bullet shoots out, blasting the amulet apart and dealing 1d4 damage, +1d6 if the target was surprised.


10. Seanbane Charm, a crossed-out run cut into polished willow wood. Prevents the thief king Sean from approaching within 15 feet of you, lying to you, or ordering harm done to you. Beware if you walk the roads near Privar, for those who serve him have learned they'll win his gratitude if the slit the throat of anyone wearing such an amulet.


11. Apotropaic Pearl, set in discolored silver. Serves multiple uses. On a critical failure, you may have the pearl shatter to give you a reroll. If set into an eye socket, it sees and can never go blind. If swallowed, it coats the lungs and gives advantage to saves vs inhaled poisons, diseases, and possessions for an hour.


12. Ivory Scarab. Contains 1 MD per day and the spells Book to Beetle and Beetle to Book. (Natural-born beetles tend to turn into devotional poems to nonexistent deities, histories by unlettered laymen, or intricate descriptions of local foliage interspersed with uncompelling romance plots between various beetles.)


13. Rue-Not Vial, a glass vessel full of ground rose petals held on a golden chain. Contains just a little bit of luck, fighting spirit, and grit. When the wearer loses HP, they can spend the luck in the vial to gain 1 HP. It has three charges.


14. Destus Hand, a hinged iron glove fitted on a leather thong. When the wearer saves against a spell, the hand grabs it and throws it back at full strength at a time of the wearer's choosing. Must be worn over the clothes.


15. Staring Bead, a circular piece of painted glass with gold leaf pupil. If the wearer would make a save against a magical effect due to seeing (like a medusa) or being seen (like a cockatrice), instead the bead shatters.


16. Soldier's Charm, a pair of miniature silver bullock horns, sometimes hidden beneath a circular leather flap with a design upon it (so as not to seem untrusting). The horns dig into the wearer and draw blood when the person they're dealing with is betraying a third party, such as their own employer or spouse.


17. Sapphire Medallion, set in a plaster scarab and carried on a golden chain. Blue spells the wearer casts cost 1 MD less to cast.


18. Esher's Needle, a reddened pin stuck in a cork and wrapped in silken thread. When inserted into a body, living or dead, the needle can use them to speak. It contains the person of Esher the Unmatched, a journeyman wizard who lived three centuries ago, lived among the trolls, invented the Rope Trick spell, and advised an unwise king. At ease with his existence as a needle, he is genial and generally helpful.


19. Apotropaic Amber, a disc on waxed-thread cord. When held to the eye, diseases and anything that would cause a save or give you a disease throb redly.


20. Sulcus Badge, a hoofprint symbol stamped in an oak square. Marks the wearer as friend of all centaurs, one of the good ones who won't ask to ride or where your heart is or how you'd wear pants or other annoying shit like that.

Tuesday, February 11, 2025

Homo Ferox (GLoG Class: Assassin)

 The man who everyone wants to kill will only die by mistake. Whoever wins the hate of their people must have cruel guards and impervious safeguards, else they would have been taken away from life long ago. Sometimes, the mistake that kills them is the presence of someone who could not have intentionally gotten into the right position, but finds themselves in it now. A man sits in a restaurant and decides to hide a bomb on the sixth floor instead of the first, and his mark survives. Another man sulks in a restaurant because his mark got away, and he looks up to see that same mark in a stopped car, and so he gets his second chance.

Part of an assassin GLoG class bandwagon. Yo.


-ASSASSIN-

Start with a fold-out knife, petard, highly illegal thief's rope (50'), discrete cap and coat, and one really big time-delay bomb. At each level, get +1 to-hit or DEX.

  • A: Infamy, Luck
  • B: Improvisation
  • C: Patience
  • D: Old News

Perfection, of a kind, was what he was after,

And the poetry he invented was easy to understand;

He knew human folly like the back of his hand,

And was greatly interested in armies and fleets;

When he laughed, respectable senators burst with laughter,

And when he cried the little children died in the streets.

- Epitaph on a Tyrant, W. H. Auden


Infamy: By lucking into success precisely once, you have cut a clean line between your life before the kill and after. Authorities will hunt you, even if the leader you killed was their state's enemy. Such is life in this bitch age. Revolutionaries and creatures of the margins will assume you must be a high-level character, not to be trifled with lightly.


Luck: You have a pool of up to three Luck Points, which can be spent to reroll a failed attempt at moving quickly, sneaking, fast-talking, or searching; or to cause someone (of the DM's choice, usually a random civilian) to happen to be passing by; or to make it so an NPC recognizes you. You start with two Luck Points, because you spent one happening to be able to kill your famous mark. Recover a Luck Point every time the DM thinks you're screwed, or when you participate in the killing of a monstrous leader.


Improvisation: You have developed an instinct for sudden and shocking violence. Whenever you roll initiative, you can take an action, like attacking someone or running for it, before the combat starts. If that action is to attack someone unaware they're in danger, you automatically hit.


Patience: Spend a few days conferring with your contacts to establish where and when in the next couple weeks your target will come from their stronghold. Learn a bit about the guards and measures they will bring with them, and about their itinerary. There is a 2-in-6 chance that there are no trivial changes that threaten to scuttle your plan of attack.


Old News: The authorities you bested no longer hunt you; other authorities no longer fear you. This is just as you come into your own training the next generation of stupid daredevils. Your maximum number of Luck Points increases to six. They can be spent to aid an ally or protege you've prepped to do anything you can use them for; to tell if someone is hunting for you; or to reroll a save vs magic, explosions, and gunshot or stabbing-related wounds.