Sunday, October 4, 2020

GLoGtober #23: Hell

In accordance with the post-a-day challenge by SunderedWorldDM, whose dreams bore the Orbseeker and whose deeds send the world shuddering. 

I feel foolish for not checking the prompt list before when I wrote a depthcrawl for the road to Hell, but that's okay; I have plenty of ideas.

The following class is one made specifically for prospecting in Hell. I would restrict it to only those souls who had originated on the surface, precluding both the Salamanders and the Damned. The traditional role of the mine rowdy is to intimidate miners into working harder.

MINE ROWDY
Starting Equipment: mattock, sieve, whip, a box of devil cigars, lantern full of glowing lemures (harmless).
Starting Ken: Prospecting, one other

A: Bully, Stonecunning

B: It's a Living

C: Torment

D: Magnate

Bully: On your turn, you may push or sunder one for free
Stonecunning: Advantage on checks to investigate stone, gas, and metal.
It's a Living: Hirelings always stick with you, regardless of poor treatment. They are always "willing" to risk bad environments.
Torment: You can deal nonlethal damage without penalty, and when you cause someone to take fatigue, you heal that much fatigue yourself.
Magnate: Every time you clear out a mine or subterranean dungeon, you can turn it into a profitable mine in 1d4 weeks. This nets you automatic gold each month, but with a 1-in-6 chance per month that you'll have to crush a union, crack the whip, or (pfft) take a smaller cut of the profits.

GLoGtober #20: Dice

 In accordance with the post-a-day challenge by SunderedWorldDM, whose dreams bore the Orbseeker and whose deeds send the world shuddering. 

I open with some suggestions for improving the beloved magic dice system for GLoG:

d100 Suggestions

  1. Have the dice go away after roll 4-6, not 1-3.
  2. Have the dice go away after roll 4-6, not 1-3.
  3. Have the dice go away after roll 4-6, not 1-3.
  4. Have the dice go away after roll 4-6, not 1-3.
  5. Have the dice go away after roll 4-6, not 1-3.
  6. Have the dice go away after roll 4-6, not 1-3.
  7. Have the dice go away after roll 4-6, not 1-3.
  8. Have the dice go away after roll 4-6, not 1-3.
  9. Have the dice go away after roll 4-6, not 1-3.
  10. Have the dice go away after roll 4-6, not 1-3.
  11. Have the dice go away after roll 4-6, not 1-3.
  12. Have the dice go away after roll 4-6, not 1-3.
  13. Have the dice go away after roll 4-6, not 1-3.
  14. Have the dice go away after roll 4-6, not 1-3.
  15. Have the dice go away after roll 4-6, not 1-3.
  16. Have the dice go away after roll 4-6, not 1-3.
  17. Have the dice go away after roll 4-6, not 1-3.
  18. Have the dice go away after roll 4-6, not 1-3.
  19. Have the dice go away after roll 4-6, not 1-3.
  20. Have the dice go away after roll 4-6, not 1-3.
  21. Have the dice go away after roll 4-6, not 1-3.
  22. Have the dice go away after roll 4-6, not 1-3.
  23. Have the dice go away after roll 4-6, not 1-3.
  24. Have the dice go away after roll 4-6, not 1-3.
  25. Have the dice go away after roll 4-6, not 1-3.
  26. Have the dice go away after roll 4-6, not 1-3.
  27. Have the dice go away after roll 4-6, not 1-3.
  28. Have the dice go away after roll 4-6, not 1-3.
  29. Have the dice go away after roll 4-6, not 1-3.
  30. Have the dice go away after roll 4-6, not 1-3.
  31. Have the dice go away after roll 4-6, not 1-3.
  32. Have the dice go away after roll 4-6, not 1-3.
  33. Have the dice go away after roll 4-6, not 1-3.
  34. Have the dice go away after roll 4-6, not 1-3.
  35. Have the dice go away after roll 4-6, not 1-3.
  36. Have the dice go away after roll 4-6, not 1-3.
  37. Have the dice go away after roll 4-6, not 1-3.
  38. Have the dice go away after roll 4-6, not 1-3.
  39. Have the dice go away after roll 4-6, not 1-3.
  40. Have the dice go away after roll 4-6, not 1-3.
  41. Have the dice go away after roll 4-6, not 1-3.
  42. Have the dice go away after roll 4-6, not 1-3.
  43. Have the dice go away after roll 4-6, not 1-3.
  44. Have the dice go away after roll 4-6, not 1-3.
  45. Have the dice go away after roll 4-6, not 1-3.
  46. Have the dice go away after roll 4-6, not 1-3.
  47. Have the dice go away after roll 4-6, not 1-3.
  48. Have the dice go away after roll 4-6, not 1-3.
  49. Have the dice go away after roll 4-6, not 1-3.
  50. Have the dice go away after roll 4-6, not 1-3.
  51. Have the dice go away after roll 4-6, not 1-3.
  52. Have the dice go away after roll 4-6, not 1-3.
  53. Have the dice go away after roll 4-6, not 1-3.
  54. Have the dice go away after roll 4-6, not 1-3.
  55. Have the dice go away after roll 4-6, not 1-3.
  56. Have the dice go away after roll 4-6, not 1-3.
  57. Have the dice go away after roll 4-6, not 1-3.
  58. Have the dice go away after roll 4-6, not 1-3.
  59. Have the dice go away after roll 4-6, not 1-3.
  60. Have the dice go away after roll 4-6, not 1-3.
  61. Have the dice go away after roll 4-6, not 1-3.
  62. Have the dice go away after roll 4-6, not 1-3.
  63. Have the dice go away after roll 4-6, not 1-3.
  64. Have the dice go away after roll 4-6, not 1-3.
  65. Have the dice go away after roll 4-6, not 1-3.
  66. Have the dice go away after roll 4-6, not 1-3.
  67. Have the dice go away after roll 4-6, not 1-3.
  68. Have the dice go away after roll 4-6, not 1-3.
  69. Have the dice go away after roll 4-6, not 1-3.
  70. Have the dice go away after roll 4-6, not 1-3.
  71. Have the dice go away after roll 4-6, not 1-3.
  72. Have the dice go away after roll 4-6, not 1-3.
  73. Have the dice go away after roll 4-6, not 1-3.
  74. Have the dice go away after roll 4-6, not 1-3.
  75. Have the dice go away after roll 4-6, not 1-3.
  76. Have the dice go away after roll 4-6, not 1-3.
  77. Have the dice go away after roll 4-6, not 1-3.
  78. Have the dice go away after roll 4-6, not 1-3.
  79. Have the dice go away after roll 4-6, not 1-3.
  80. Have the dice go away after roll 4-6, not 1-3.
  81. Have the dice go away after roll 4-6, not 1-3.
  82. Have the dice go away after roll 4-6, not 1-3.
  83. Have the dice go away after roll 4-6, not 1-3.
  84. Have the dice go away after roll 4-6, not 1-3.
  85. Have the dice go away after roll 4-6, not 1-3.
  86. Have the dice go away after roll 4-6, not 1-3.
  87. Have the dice go away after roll 4-6, not 1-3.
  88. Have the dice go away after roll 4-6, not 1-3.
  89. Have the dice go away after roll 4-6, not 1-3.
  90. Have the dice go away after roll 4-6, not 1-3.
  91. Have the dice go away after roll 4-6, not 1-3.
  92. Have the dice go away after roll 4-6, not 1-3.
  93. Have the dice go away after roll 4-6, not 1-3.
  94. Have the dice go away after roll 4-6, not 1-3.
  95. Have the dice go away after roll 4-6, not 1-3.
  96. Have the dice go away after roll 4-6, not 1-3.
  97. Have the dice go away after roll 4-6, not 1-3.
  98. Have the dice go away after roll 4-6, not 1-3.
  99. Have the dice go away after roll 4-6, not 1-3.
  100. Roll twice; combine.

GLoGtober #30: Crime

In accordance with the post-a-day challenge by SunderedWorldDM, whose dreams bore the Orbseeker and whose deeds send the world shuddering.

d10 Terms from Thieves' Cant

  1. "Mark," technically refers to money. However, is used to mean "person" when a made thief suspects the conversation is being overheard. Many layfolk therefore think they know this particular term, but set themselves out as a pretender whenever they use it.
  2. "My Aunt's Son" or My Aunt's Daughter," referring to a magic user who possesses hexes or mind-reading magic.
  3. "Keep your eye on the time" as in "keep your eye on the watch" as in "look out for the city watch." Means there's agents of the law around.
  4. "Two-, Three-, or Four-time Beggar," referring to the beggar's rank in the beggar's anti-nobility by comparison to the thief anti-nobility. A two-time beggar is equivalent to a thief baronet and a four-time beggar is more like a thief marquis.
  5. "Li," a generic name for someone that is substituted when using their name can get them in trouble.
  6. "Steplover," a metamour
  7. "Overslept," a term for when a thief has been away from society for enough time that they are not up-to-date on the latest cant. Someone who overslept should be excused for talking like an undercover agent of the law.
  8. "Mad," referring to dungeon-related activities or people. Comes from the acronym "Master a the Dungeon."
  9. " 'Headhunting," referring to crimes in the vice genre.
  10. "Out-of-Town," anything relating to uncommon humanoids.
Bonus term!

11. "Something unfortunate": a beating. As in "Sure would be a shame if something unfortunate happened around here."

GLoGtober #31: Candy

In accordance with the post-a-day challenge by SunderedWorldDM, whose dreams bore the Orbseeker and whose deeds send the world shuddering. Thank you for writing this year's prompts. I look forward to next year.

art by John R. Neill

The Pumpkin Knight

This is an adventure, or a series of adventures. It is also a spell that can make you a better person. It is also a character. That character is the Pumpkin Knight. The way you start the spell is by putting him in your next game on or after Halloween. 

Anywhere in your weekly game is fine, but in the woods halfway between town and the dungeon would be ideal. He is clad in blackmetal plate and carries lance, shield, bow, and knife, and has three wrung-neck fauns draped over his charger. He carries a pumpkin. He proves arrogant and hateful, obviously strange, and will antagonize the party throughout the session.

Someone (anyone) will tell the party that he is the pumpkin knight, and he can be sated by being given candy. Make sure to include the opportunity to get some that very session. If he is not sated by the end of that session, he will have to reappear after next halloween. If he is...

The second year, whatever game you are running, the party is transported to the same location where the pumpkin knight first appeared in your game. He will recognize any players from last year (not necessarily PCs), but they might not recognize him right away. He wears his pumpkin as a helmet, and where before he was ruled by wrath, he is now ruled by sorrow. He has only two wrung-neck fauns on his diseased horse. The pumpkin knight feels as though he is dying, and is starting to note that he is disjointed in time. He will recognize any harm he's done to the players in the past, but knows not but the behavior that will renew their wrongs. Like last year, he can be sated by candy.

If he is, he will not reappear until the third year, when this third party finds themselves in the same location as the last two years. The pumpkin knight is dying. His head is a pumpkin, his armor sagging into his rotting body. For a mount, he has only a dead faun. He will forswear all candy, for deep down he knows one more jump will kill him and his delerium leads him now not towards wrath or sorrow but joy. The knight will attempt to aid the party in their mission. If he is given candy despite his protests, he will fall apart and reveal a content infant curled around a small pumpkin, as well as any treasure you deem appropriate.

Each year, for the spell to work you must internalize how the players interact with the pumpkin knight. Think deeply about it, and be intentional about returning to their relationship a few times in the year. What did you approve of? What do you forswear? 

More facts about the Pumpkin Knight

  1. He gives his name as Sir Wrothnaught, but is just as likely to rattle off his "arms"-- "Per-chevron purpure and sable, on a bend or, two reindeer's heads gules."
  2. In the woods is a simple grave, far from any trail. This is the grave of the pumpkin knight, and destroying it will totally kill him. You must include this, even if it never comes up.
  3. After the first year, the party may meet a middle-aged woman named Sevrine. She hates and hunts the pumpkin knight, for filling her head with ideas that could never come true. This part is optional.
  4. Each year, consider incorporating something that you fear or resent from the real world in the person or aura of the Pumpkin Knight. For example, this year I might have him breathing poisonous fumes and infested with some dread disease.


GLoGtober #17: Bird

In accordance with the post-a-day challenge by SunderedWorldDM, whose dreams bore the Orbseeker and whose deeds send the world shuddering. 

Also influnced by Archon's notes on depthcrawls, and Hadestown.

Hey Little Songbird:
a depthcrawl into Hell


You're descending the long tunnel to Hell. Maybe you don't know why why you're going, or you're going for some noble reason, or you're going for gold. You have enough food for a weeklong journey, but who knows if there's even an end to this road of dust and sin. Roll a d4 to learn why the party is heading on:

d4 reasons to go
  1. You are vagrants, and the end of the road is the promise of work.
  2. Long ago, you voyaged together in a grand quest. Now, you're chasing one member's lost love because there's nothing else for you.
  3. You have been hired to assess the working conditions in Hell.
  4. You are divine, but minor, beings. You were created by a god to save the goddess of growth and rebirth from the Underworld, and have no context for history or human nature.

Roll a d6 to see what landmarks you pass as you follow the iron road that day. On future rolls, add +1 depth. Each depth adds 1 to your roll. Each day, roll three d6s for your encounter.

Landmarks

  1. train station. Train bulls march about and club anyone they suspect might want to hitch a ride.
  2. wishing well. Red-gold coins from hell are left here to make it seem like a prosperous place.
  3. flophouse
  4. deep ravine, no bridge
  5. workhouse/hospital. Give you food as long as you want if you'll only agree to be sterilized. Doctors keep kidnapping drifters to lobotomize them
  6. Iron road cuts across telephone wires. Leads to a town of people taught to fear strangers.
  7. A hanging tree
  8. bombed-out trenches, the iron road sometimes over ten feet above the reduced countryside
  9. sweatshop
  10. moaning river of poisonous, sorrowful waters. A ferryman demands cash to get you across.
  11. the very last church
  12. forest of trees shaped like wretched bodies, with red-black sap
  13. The way forward is filled with metal thorns, slick with blood. Only the iron road is clear, but if you're on the road when the train comes...
  14. a stone arch with faded script. Something, something, hope.
  15. A wall of iron and concrete. Demons checking papers. You've arrived.
Encounters
  1. someone who cares about you, begging you not to go
  2. preacher
  3. no encounter
  4. Farmer's hateful dog
  5. Angry mob
  6. no encounter
  7. stalked by a gollum in their sunday best
  8. Pack of wild dogs
  9. no encounter
  10. grifter-priest
  11. posse of 2d4 lawmen, skinless
  12. no encounter
  13. 1d10+10 escaped sinners, intent to rob and run
  14. someone who you cared about, begging you to take them away
  15. balor bossing around abused industrial workers
  16. 1d6+4 paladins of a good god (if one exists), on a mission of mercy to eliminate every soul they find to spare them the pain of Hell.
  17. the devil at the crossroads
  18. Cerberus
  19. a giant, floating golden eye that shoots draining beams, but mostly stares. Full of bog mummies that shoot out the back of it when surrounded.
  20. yourselves, aged and torn. Will attack as soon as they recognize you