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who up dragoning their dungeon
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I remember when you were a budding mutant terrorist, and now…quiche?
(X-Men Volume 7 #6)
#x-men#kid omega#quentin quire#glog#quiche#mutants#buddies#jed mackay#netho diaz#marvel comics#comics#2020s comics
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BULLET OF THE DESTINED END (GLOG CLASS: ASSASSIN)
Extremely, extremely belated entry to the assassin bandwagon.. was already like 98% complete I just never posted it lol. Anyways...
Great man theory is literally true. The story of the world is little more than a record of heroes, those born with the mark of destiny burning in their breast, blessed by the demon-gods of probability with the curse of IMPORT- of world-historical significance, great and grand and horrible, men and women with a fate so grand that its gravity shakes the heavens and tears up the world around them. You, too, have such a fate - but you are not conqueror or casanova, prophet or poet or promethean - rather, your destined end, the grand act which will sear your mark in history and end your mortal life is one dependent utterly on another of these historical personages - for it is you who is fated to kill them.
Starting equipment: A set of black dress-clothes, a wallet with a day’s wages, and a high-caliber revolver with 4 rounds in the chamber. Skill: 1. Religious esoterica, 2. Anarchist philosophy, 3. Theater
A: Bloodstained fate, Glatisant , 1 FD, 2 Flukes
B: Shadow Harrying, +1 FD, +1 Fluke
C: Lemure manifesto, +1 FD, +1 Fluke
D: Going to the Lordy +1 FD, +1 Fluke
Bloodstained fate
The iron hook of fate is lodged in your cheek, and the force of its pull drags you straight through the weaker fates of the broader canaille without a second’s thought. Until you complete the kill you are doomed to, you possess IMPORT, and with it Fate Dice. Fate Dice represent the power of your curse to warp reality around you to ensure you survive until you complete your work, through a set of manipulations called “Flukes”. Fate dice function identical to MD (cast flukes w/ them, return 1-3 exhaust 4-6 mishap on doubles doom on triples) except you can’t ever choose to cast with less than the full number of FD you have access to, for the forces of fate are great and powerful things beyond true control. Even when dice are exhausted, you still roll your max pool, just only count depleted dice for the purpose of dooms and mishap, not [sum] and [dice].
Glatisant susurrus
You can never quite relax alone. Anytime you go more than 30 seconds without perceiving the sight of a human face, the sound of a human voice, or the touch of a human’s skin, you start hearing the distant sound of barking. Every further minute that you go alone, it rises in intensity until it sounds like there’s twenty bloodhounds howling right in your ear. You’re utterly incapable of sleep, even through near-lethal doses of soporifics, and the bags under your eyes show as much. The mechanical benefits of rest you can gain only if you spend the time reading extremist literature, of the sort most countries ban or censor - and you need to constantly get new material, reading the same collection of pamphlets over and over again doesn’t count. You do get +3 to all initiative rolls though, if your system uses that.
Shadow Harrying
Something is following you, something great and terrible and exceedingly jealous. Anything you that would tie you down is destroyed within 4d12 days - any business you found, political party you start, or courtship you begin will end with all your partners and associates either throwing you out on the street, a primal fear visible in their eyes, or moving away to another province, state, or continent - or simply disappearing in the night. Vendettas against you end the same way - all charges will be dropped, all quests of vengeance overnight, or your pursuers or prosecutors simply fail to show up one day.
Lemure manifesto
Any flesh devoid of soul - from a still-cooling carcass to a chain of pickled sausage - will begin to speak to you. In horrid gurgling voices only you can hear, they tell you of the blackest secret sins of those in power, speaking as the childhood friend the coal magnate pushed into the ravine, the streetgirl drowned by the prince still carrying his son in her chest, and the little boy the archbishop brings into his bedroom at night. All these tales are true, and not a single one will be believed by any other than you - to speak them aloud will only have you shunned as a madman, even by those already inclined to believe.
Going to the Lordy
The path has opened up before you at last, you can feel it - the rattling in your teeth, the burn in your sinuses, the white spots dancing around your vision. You can use any fluke off the assassins list, even the ones you don’t formally know. You add an additional burnt-out FD to any Fluke you use that isn’t on your list.
Fluke list (d10):
Silver key
Tiger’s eye
Shield of the herd
Cat’s landing
Vulture’s cache
Blood-tap
Hand of Glory
False alarm
Corpsebirth
Resurrection
Silver key As Knock Tiger’s eye Look at up to [dice] targets. They must save or flee the scene at the first opportunity, struck by an overwhelming feeling of impending doom - a premonition of their own demise should they stay. Shield of the herd Next turn, up to [sum] damage that would hit you is instead redirected to nearby allies. At 2 or more FD, neutral parties will also take damage for you if no allies are within reach. At 3 or more FD, this works on enemies as well, should neither allies nor neutral parties be available, but this automatically burns out a FD . Cat’s landing As Feather Fall
Vulture's Cache
Choose any point within a hundred feet of you where something could reasonably be hidden (in a shrub, chest, behind a wall or under a floor, etc). Next time that location is checked, a human corpse is found. You may choose up to [dice] additional features from the list below.
Corpse is clothed, in any outfit you want - close inspection will reveal the apparel to be basically worthless
Looks nearly identical to a person of your choosing
Corpse of exceptional size - around 10 feet tall and 500 pounds of flesh and bone
Corpse saturated with poison or disease (your choice), consumption likely fatal
Second corpse with all the same features present
Corpse is only brain-dead, body still technically alive
Blood-tap Choose someone within your line of sight that has taken damage this turn or the one before. They immediately start bleeding uncontrollably for [dice] rounds, taking d8 damage a turn from high-speed exsanguination. Hand of glory All creatures for the next [sum/2] rooms will be fast asleep when you enter. Creatures of [dice] HD or more may attempt to save in order to stay awake. This fluke does not work if an alarm of some sort has already been sounded, or if the creatures are aware of and/or actively engaged in moving towards you at the time it is used. False alarm Within a few blocks, up to [dice] alarms of any sort are automatically triggered - whether bells, signal fires, or simply shouts of “intruder!” or “fire”. You can choose, roughly, the distance from yourself and direction from which the alarms sound, though nothing else. Corpsebirth Touch a corpse no more than [sumx2] hours dead. From its loins crawl a newborn babe, its own offspring, with a family resemblance that starts out immediately obvious and only grows moreso as the child matures. Only works on a given corpse once, but is not limited by species or sex - if the corpse would normally be incapable of carrying a child, the babe is instead found hiding within the folds of it’s clothes or held tight beneath it’s arms. Resurrection Triggers automatically when you would die with FD remaining. A day and a night later, return to life with [sum] temporary hp, all FD burnt out, and permanently gain an additional burnt out FD. Note that if you’re buried, cremated, or separated into different pieces before returning to life, you just die again immediately.
Mishap: Every 7th mishap automatically triggers a doom. Also, (d6)
Your pockets rot and unravel, your wallets burst and your bags spill - any money you are carrying
A great black dog (2HD, ac as chain, bite as medium weapon), shows up within 1d4 rounds and attacks you.
The local law enforcement, or closest equivalent, is alerted to your presence, and sets out to arrest you for your many crimes.
You slowly and painfully vomit out a tangled ball of hair, dripping in blood and interwoven with teeth.. also take d8 damage.
When you next return to your camp or residence, you find it ransakced and destroyed, everything not bolted down clawed apart.
A local politican, businessman, or equivalent authority figure decides to target some person or group valauble to you, whether brother, husband, or simply the only guy in the city who can get bagels with lox right.
Doom:
You see it, at last. It flashes through your mind - your life’s purpose revealed in an instant- the iron weight which has crushed all your ambitions, all your projects and prospects - and the holy mission which alone justifies your wretched existence. Choose (or ask your gm to choose) one character of world-historic significance currently alive somewhere in the game world - a great and mighty queen, an artist of era-defining genius - another one chosen by fate to actually matter. It is now your life’s mission to kill them
Your meddling with fate has brought you this far, and so fate meddles to with you. The next time you’re in a public venue, you see them - your target, appearing right before you - and you can’t take the shot. Your hand freezes as it touches the gun - you lock up like a statue, the opportunity too much to be ar -and they escape without ever noticing you’re there.
No longer can you sit idly by - no matter where you are, no matter what you’re doing, it matters not. All other concerns melt away, and you go bounding away, heedless of restraint- no chains can hold you, no walls can bar your way. You lose yourself in the ecstasy, the sense of drive, the force of destiny has its hand in your skull and it’s head in your loins - within a day and a night, your mission is complete. Immediately after, you lose all templates and all experience - the world has no more use for you, and so as the police track you down none of your old tricks shall save you - with your destiny fufilled, you are fated now only for your Doom.
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Warderwode
Rolled this on the d666 monster generator by Loch and Louis that's going around the GLOG discord.
FORM: TREE
DANGER: DOPPELGANGER
MIEN: RAIN-SOAKED
HABITAT: MOUNTAIN PEAK
DRIVE: HOARDING
WEAKNESS: DARKNESS
The Warderwode is a huge, gnarled tree. If you squint, you can make out hundreds of faces all over its bark. When it rains, the wood becomes slick, almost flesh-like in appearance, and a mass will peel off the tree, soaking its shrivelled limbs in the rain until it swells up into a perfect replica of a human being. This doppelganger's goal is to seek out the person it mimics, steal one precious item from them, and return to the Warderwode. Over decades, a Warderwode can build up an enormous stockpile of treasure in the center of its trunk.
The "consciousness" of a Warderwode resides in the doppelganger when it's active, and in the tree otherwise. Killing a doppelganger returns the consciousness to the tree, with no memories of its latest excursion (though it will try to deduce a rough idea of what happened). If the clone can return, then it has persistent memories of events, but no specific personality or sense of self besides that of the person it's currently copying. It may be very easy to negotiate with in one form, and very difficult in another. It can choose a form based on traits it believes will be most advantageous in its current situation. It is very reluctant to return to the tree without having stolen a treasure, but will if it risks death otherwise.
A doppelganger must constantly remain moist or its skin will dry out, revealing the bark-like texture. In addition, its only sense is the sense of sight. Not even touch. It can speak, and naturally has the exact voice of its target, but it must read lips. It mimics the personality of its target, but its memories from the victim's life are spotty (and disappear when they return to the tree). It must make Int tests (with the victim's score) when its memories are challenged.
No direct contact is needed with the Warderwode for it to copy you. With its vast intuition it can extrapolate a shocking amount of information about an individual simply through ambient information of its environment, humidity, atmospheric pressure. Simply being in the same or a neighboring hex makes you a potential target. It can sense minute details about the treasures within it, so it's easier for it to copy you if it holds a treasure of someone close to you, but may strategically opt not to - if multiple people who know each other are targets then it's easier for them to connect the dots and sniff the tree out.
The Warderwode typically plays a stealth game and will leave quickly the moment it gets its hands on a treasure. Having the victim's personality, it is reluctant to harm the people they care about, though the tree's consciousness will compel it to do so if necessary to secure the treasure, possibly with a great deal of visible grief and confusion about its own actions. It is greatly disturbed and uncomfortable when interacting with the person it mimics and may lash out.
The tree itself is very difficult to kill. It has no way to defend itself besides normal combat as a clone. But its trunk is thick, its roots grow deep, and it can regrow over the course of a few years if most of them are still present.
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GLOG CLASS-PLAGUE DOCTOR
Stating equipment: plague doctor mask, big hat,anti plague robes,Med Kit(3 charges)
Starting skill:1 Quatrinetine 2 Digaononse 3.Herbology
A Suppress Disease ,wound dresser B invigorating Vapors, Transfusion of life C Unbalance humors, Bloodletting D Confer Immunity , Grafting
Gain +1 on saves against poison and illness each template you own.
A:Suppress Disease and PoisonÂ
Spend a Med kit Charge to Temporarily suppress the effects of a Poison or Disease for a Day.
A:Wound dresserÂ
Remove a Fatal wound without rolling. You can spend a Turn to whip up a mini Field hospital that will add a +1dXÂ to any healing done to the whole party during down Time, at the cost of one Med Kit Charge.Â
B:Invigorating VaporsÂ
Spend a Med Kit charge to give someone a +1dX to their next attack's damage. Â
B:Transfusion of life
You can transfer a number of hp equal to half of cha to another party member. How you do it is up to you, Blood Transfusion, Bile stuff, Blunt rotation, ETC
This does not revive dead party membersÂ
C:Unbalance humorÂ
Via spending a Med Kit Charge, deal 1dX damage, and cause an Condition of you Choice(stun, Blinded,posioned maybe), the target still get a save for the condition
C:Remove the Bad blood(Reflavor as you see fit)
Using leeches, a sharp blade, or some other blood letting apparatus you can have them remove a single illness or poison.
It takes 3 turns to pull off, and inflicts 2d8 damage.
D:Transfer Illness
Once per day , tell an illness to leave a body, but you have to put it into a new body. To put into an unwilling Target , it would be a test of Con against the Plague doctors Cha. Can use your own body for this.
D:Grafting With a Med Kit charge you can Graft a different creature's limb to someone with a Missing Limb. Giving it a non Humanoid limb(A spider leg instead of a human leg) They gain a Muntion related to it.Â
Med Kits
Improvised Cost 5cp per charge, but could be made in the feild +1d4 healing Crafted form Forged Herbs, Improvised bandages, and whatever else seems useful Common Cost 5 sliver piece Per Charge, but could be made in town for cheaper +1d6 Healing Crafted in a city with access to good(for Medieval and Fantasy standards) Medical supplies Rare Cost 5gp Per Charge, good luck making it. +1d8 healing The top of the line medical supplies
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Brother-Moderatus Oleg Medoviticus, Initiate of the Third Sanctified Chamber of the Mendicant Arcane Order of St. Urias the Indefatigable, a Corpusanctian sect of the Argental Church

Aka, my current GLOG character, a church-sanctioned Moderatus Wizard (as found here: https://swordsandscrolls.blogspot.com/2018/05/osr-class-moderatus-wizard.html). He recently reached level 3, which means he gets a design upgrade.
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Class: Chainsaw Artist
(for Buckets of Blood, probably)
Chainsaws are, objectively, the noblest of tools. All lesser instruments are dwarfed by its power and might, the sharpest of blades mere scrap metal in comparison.
There are, you know, others drawn to the call of the chainsaw, who find themselves enthralled by its siren song - from mere murderers who fail to appreciate the beauty of the machine, to dangerous madmen who lose themselves in its potency. You’re not like them at all - you’re an artisan, wielding the power of the chainsaw to create beautiful art and do beautiful things, with a healthy respect for safety and decency. Capital-c Chainsaws think you’re a prissy idiot, as do Chainsaw Wizards and Killers.

Starting skills: Either 1) Natural sciences, 2) Fine arts, 3) Classical history, 4) Literature, 5) Mechanics, 6) Law
Starting equipment: tasteful and seasonally appropriate outfit, a set of proper safety gear (hardhat with faceshield and earmuffs, + protective vest, gloves, chaps, boots, etc), license and certification to operate power tools, a well-maintained, properly registered, and legally purchased chainsaw, and 2d4 hours worth of fuel
A: Power Sculpting, ChΔinsΔw Δrts B: Chainsaw Connoisseur C: Ambidextrous D: King of Tools
Power Sculpting: You’re a master of chainsaw-assisted sculpture. You’re proficient with all typical forms of chainsaw-assisted sculpture (really just wood and ice), and can gain proficiency in any other sculptural material or type of art which you can justify performing with a chainsaw with a day of practice.
ChΔinsΔw Δrts: You have the ability to learn “chainsaw arts”, special techniques performable with a chainsaw. You do not gain these automatically but must fufill some requirement first. Treat as delta templates basically
Chainsaw Connoisseur: You’ve developed an even more extensive knowledge of chainsaws. You can identify the specific make, model, and modifications of any chainsaw on sight, know by heart the years specific models were manufactured, and can psychoanalyze people from the marks they make with chainsaws.
Ambidextrous: Your skill with chainsaws is such that you can use them with no penalty in any pose or position- running, climbing, somersaulting, held with feet or in teeth, it doesn’t matter, you use them with the same grace as you would if held perfectly straight and two-handed.
King of Tools: You can use chainsaws in place of essentially any other tool, as long as it makes some sense - can use a chainsaw as a mixer, can-opener, beard shaver, etc. Also, if you couldn’t before, you are now fluent in chainsaw - both the spoken (unhinged screaming/extremely loud motor noises) and the written (chainsaw gouge marks - chainsaws love writing shitty, self-aggrandizing poetry on the things they cut).
ChΔinsΔw Δrts, list- These are special techniques you can learn to do with chainsaws, but you don’t get them automatically or by leveling. Only way to learn them is either through fufilling the requirements or by being taught them by another Chainsaw Artist.
Technically speaking anyone can learn them through the latter route (though not the former), but Chainsaw Artists generally refuse to teach anyone except other Chainsaw Artists, some excuse about being “trained professionals performing high-skilled techniques of potentially great danger to amateurs” or some shit like that.
Not a complete list, if you can think of any others you can also unlock those probably as long as there’s an appropriate prerequisite for unlocking.
Δ: Chainsaw Grease Chainsaw-sculpt a statue out of butter. Must be at least 5’ tall. Keep it on public display in pristine condition for a week. If it’s stolen or destroyed (by melting, animals, vandalism, etc), start again. Using some weird trick with the internal mechanisms, render some part of the fuel of your chainsaw into lubicrant, then dump it on the floor - 10’ pool diameter for every half-hour of fuel so expended, dex save vs slipping.
Δ: Chainsaw Light Chainsaw your way out of a burning building. The fire can be one you set yourself, but it doesn’t count unless there’s serious danger to yourself involved. You can fiddle with the chainsaw such that part of it’s fuel is caught on the chain and ignited. Somehow, this is perfectly safe - for the chainsaw, that is, not anything you set it on. Sets anything flammable you cut with it on fire, sheds light like a torch, burns through fuel at 4x normal rate as long as it’s burning.
Δ: Chainsaw Invisibility Sneak past people who seriously intend to kill, arrest, or otherwise harm you while keeping your chainsaw running, fully revved up and such. As long as you’re concentrating on making it so, your chainsaw is imperceptible to anyone save wizards and other chainsaw users (chainsaw wizards, killers, artists, etc). No matter how openly you display it or how loudly you rev it, they’ll simply attribute it to an odd fashion choice or something with the pipes. They can still perceive stuff you do with the chainsaw, they just can’t comprehend how exactly you’re doing it.
Δ: Chainsaw Knock/Lock Get one of your chainsaw sculptures into an art gallery. Has to be a real one, the fancier the better. You can precisely mangle locks with your chainsaw, while leaving whatever object they’re attached to untouched. The lock becomes either locked or unlocked, your choice - this is irreversible, on account of the lock being mangled by a chainsaw into tangle of scrap metal.
Δ: Chainsaw Feather Fall Survive a fall from a distance high enough to kill you while carrying a chainsaw While falling, no matter the speed or distance, you can break your fall by grabbing onto any nearby walls, trees, etc, with your chainsaw, allowing you to slow your descent to any speed you wish, preventing fall damage. This effect also applies to anyone else who holds onto you while you’re using it.
Δ: Chainsaw Create Food and Water Get at least 50 different people to eat food you made with a chainsaw in a single day. Sneak into a restaurant maybe? You can use chainsaw fuel as a food additive without people noticing. Can stretch two rations into seven for every hour of Chainsaw fuel you expend. Still gain full benefit from consumption.

This is Chainsaw Feather Fall, basically.
I have no idea if this fits the whole Buckets of Blood theme but it also doesn’t make much sense except in relation to two existing buckets of blood classes so.
Basically the idea here is like, reverse Chainsaw Killer as opposite exaggerated Chainsaw Wizard, emphasizing the Wizard-y aspects over the Chainsaw-y aspects.
Not super supernatural, though there are plenty of impossibilities - the intent here is essentially that the Chainsaw Artist is, rather than possessing any supernatural connections themselves, simply so skilled at their craft (that being doing stunts with chainsaws) as to reach essentially supernatural heights.
As usual, this class has not been play tested at all and it’s probably insanely unbalanced.
Has mixing GLΔG-style delta template advancement into an ordinary ABCD 4-level advancement schema been done before? No idea.
All the Chainsaw Arts are intended to be mostly utility-focused on purpose, since I want to make something with a different skillset to either of the existing Chainsaw classes, though there’s probably some overlap.
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Glog | The Haunted Graveyard (2022)
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new glog post: "shattered horizon"
gemini://wampa.xyz/glog/shattered-horizon.gmi

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Wrapping Soon at Wendy's
Save the date: June 9, 2025

View On WordPress
#blog#fastfood#food blog#glog#paid sponsorship#restaurant#Wendy&039;s#wendy&039;s breakfast#wendy&039;s wrap#wrapping
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i have a disease
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Made a character sheet for my next sculpture, which is centred around a woodland creature GLOG hack of my own design.
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MOTHER WORM
A ZUNGEON BY ROBOT_FACE (ME)
Hey everyone. I wrote this Zungeon (zine dungeon) today. The proper way to read it is by downloading the PDF from my itch page, printing it, and folding it up into a booklet. But if you'd prefer a blog post, just keep reading here.
All art is either by me or modified from public domain imagery by me.
("itinerary" in the image should say "retinue".)
1d6 ENCOUNTERS (only after the party reaches 2: the egg room)
1. A piercing, warbling wail echoes through the dungeon.
2. The necromancer's ghost pokes his head through a wall to spy on you.
3. Ghost stops to chat with you, or throw shit around like a poltergeist depending on how you stand with his mistress.
4. 1d6 stray language-leeches. Hold words of passing conversation and incorrect guesses at the puzzle.
5. 1d6+1 language-leeches, led by one which holds a spell-fragment or divine word.
6. Edgar, a questant worm-slayer who has cold feet now that the time has actually come to do the slaying.
1. THE NECROMANCER AND HER RETINUE
Young and ambitious, this necromancer promises to resurrect the worm's child. Well, she would promise that, but she's stuck at the entrance to the worm's lair - she doesn't have a key to room 3 and can't figure out the puzzle in room 2.
She commands 1 skeleton, 1 zombie, 1 vampire, and 1 ghost. The skeleton fights for her. The zombie carries all her shit. The vampire is dead in room 2 (failed the puzzle). The ghost floats throughout the zungeon, scouting and spying, and reports back to her all the information it finds (including the solution to the puzzle when you figure it out). Each day she can resurrect 3 dead creatures as her servants, she saves this ability for when she's in danger and prefers to use it on her retinue if they are slain.
The necromancer's promise is a lie! She wants to study and dissect the egg for her own nefarious research. If she convinces the worm to relinquish her egg, she will never return with it, and the worm-mother will go on a rampage in 1 month.
2. THE EGG
It sits on a pedestal in the center of the room. The worm-mother will not come through the hallway to 6 - she cannot bear to look at it.
Wormlings hatch after a year, this one has been 2 years. In reality the wormling is NOT dead! It is simply a runt, small and too weak to break the shell. It sits nearly catatonic, feeding off the dwindling yolk, and will starve in 2 months.
Any number of spells could reveal this. A dwarf or other creature with stonesense has a chance to feel the vibrations of its heartbeat. The necromancer will certainly find out upon directly observing the shell but will try to hide it from you.
You must break the shell! When you first attack it this will enrage the worm and she will come out of room 6 to kill you. In this state she cannot be reasoned with. Only when you free the wormling and it starts breathing will she be calmed.
Starting west and going clockwise, this room has: locked door to entrance room 1, hallway to puzzle room 3, opening to treasure room 4, hallway to worm lair 6, hallway to key room 5.
3. SPEECH PUZZLE
As you enter from room 1, the air in this room feels thick. Footsteps are unusually muffled. An engraving in worm-script over the hall to room 2 reads:
ONLY WHEN ITS NAME IS SPOKEN
SHALL MY SEALING SPELL BE BROKEN
Trying to pass through the hall without dispelling the magic leads to the air getting thicker and thicker, eventually crushing you to death before you reach the other end.
ANY word (including those involved in spellcasting) spoken in room 3 or the 3-2 hallway, besides the key word, emerges lurching from your throat as a slippery leech-like creature intent on killing its creator. This language-leech whispers the word that created it over and over. It is the size of a rat and can fly, its bite heals it for half the damage it drains. Language-leeches with magic words have some properties of the spell used to cast them.
Speaking the name of the sealing spell will dispel it for 1 hour.
The name of the spell is "silence".
(It's a pretty easy puzzle, I think? Let me know how it goes if you run it!)
4. TREASURE ROOM
The worm-mother hoards coins of strange denominations. No one coin matches another. They are from distant lands and long-dead empires, alien dimensions and places that do not exist. They are counterfeits, jokes, misprints, oddities. They are made of gold and silver and iron and wood and paper.
Around 600 silver and 400 gold are passable as currency or can at least be melted down. It takes a full day to sort through them, roll 1d6x100 and 1d4x100 if you don't do this.
If you free the wormling its mother will tell you to take what you want, knowing her most prized coins are by nature of little interest to an adventuring party. If you DO try to take her plastic chits and monopoly money and glass cubes and shit from her, she will rescind her offer and will kill you if you try to leave with anything.
If you take it and leave without saving her wormling, she won't stop you (she can't bear to pass through room 2 with the egg in it) but she will come after you when she goes on her rampage.
Also in this room is a potion which turns all of the words of the one who drinks it into language-leeches as described in room 3.
5. KEY TO DOOR 1-2
The key takes the form of a stone statue, a cylindrical spine with 10 teeth branching out and five feet radially around its base.
It is the size of a human, likely too heavy to carry alone. (Though a barbarian or similar can test strength.)
The lock it matches is pickable, though traditional lockpicking tools won't work at all. (The devices within it are meant to be pushed by thick branches of stone.)
If left in the lock, it will animate after an hour, remove itself, and walk back to room 5.
It's basically the only way to get out if you stay more than an hour, as trying to go back through the 2-3 hallway with the spell active puts you right in the most crushing part of it before you get a chance to say the code word. If you are on speaking terms with the worm and have saved her wormling, and you've broken the key somehow, she'll be annoyed but will break open the door for you.
6. THE GRIEVING WORM-MOTHER
She is a colossal green serpent, slimy in texture. Her head is somewhere between that of a snake, a dog, and a lamprey. She has no limbs but can manipulate objects with her tail and tongue. She normally stays coiled up but rooms 6 and 5 are large enough for her to stretch out in. When she passes through the 10-foot-wide hallways of her lair it's impossible to squeeze around her except maybe if you're a gnome or goblin or something.
She's currently freaking the fuck out and is much more likely to react with violence.
In general, she is egotistical, thinking very little of small (that is, human-sized) creatures, and is dismissive of them unless provoked. She will hear you out if you suck up to her, (the necromancer plans to do this,) but will not accept that her wormling is currently alive unless you actually break it out of the egg and show it to her. This initial act of breaking the egg will provoke her.
She collects riddles, languages, and coins.
She keeps potions which will transform her into a human for 1 day. Her appearance is that of an elderly woman with green skin and silver-grey hair. She only has 50 doses remaining and the alchemist who made them is dead so she uses them sparingly.
#ttrpg#zine#zungeon#dungeon#osr#glog#also could be mausritter if you just make the worm a regular snake
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Exorcist
(Uses the Favor Rules as seen Here) Stating equipment:Robes, holy symbol, 3 candles, sword
Starting skill:1.Music 2.Religion 3.gossip
proficiencies:sword+1
A Rite of Exorcism, Condemned Rites
B Aberrant finder, Weapon against the AbhorrentÂ
C Make Flesh Make spirit ,SMITE
D Iron Soul,Zone of Truth
Gain +1 to saves per template possess
A:Rite of Exorcism
You may spend a favor to pull something possessing a body, location, or Object out, or use the Rite to Banish a Being not meant for this world back to their Rightful place . It’s a contested Charisma roll, with bonuses and Penalties. Some examples are below. You may “spend” even while having none.
A:condemned rites
Much like the right of exorcism, you maybe instead cause curses and beings to inhabit some one, or yourself. You can set rules and parameters for the possession or curse to follow. Unlike Damn you, this can be used without line of sight.
B:aberrant finder
Gain a +2 to dice rolls to discover the signs of what your religion considers aberrant.Â
B:Weapon against the Aberrant
Via getting special materials related to an Entity, and an hour of work, you way imbued a weapon to make it deal double damage against certain entities. “
Lasts until the weapon is damaged.
C:Make flesh, Make spirit
You may attempt(or use your rite) to Curse a non corporeal entity, making them materialize in the physical, causing physical attacks to damage them, while you can also shove the spirit out of someone's body. You can only do this once per day however, and the effect only lasts a turn(10 min) C:Smite
When you are attacking someone or something, you may attempt to damn them in order to deal double damage to them.Â
D:Iron Soul
You may take 5 damage to reflect a magical effect. The wound usually appears to be necrotic flesh
D:zone of truth
You can’t be lied to. Any attempts to lie within 15ft will get a will cause the person to stammer, and get a Metaphorical frog in there throat.
0 notes