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#pc magick
knightofhylia · 1 month
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ladydeathbat21 · 11 months
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@sg.ladydeathbat @ladydeathbat21 on ig. 🔥 Close Friends for anyone who lets me know they come from tumblr.
Siempre me pierdo y siempre regreso 🖤💀🔥
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neon-static · 2 months
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Day one
I've been doing a bunch of research today, later I plan on practicing a bit on astral projecting if I can! If I successfully do it I'll update later.
I'm working on my concept in a way. This is hard lol, I'm so lost at times. I'm trying though! If anyone has any advice I would definitely appreciate it!
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Ocarina Song Correspondences
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As I further develop my own Hylian Faith that I practice in a way that emulates Link, I find the ocarina to also be an important spiritual tool as the Ocarina of Time was an important tool in the Hero of Time’s arsenal, as well as the key to open the door to the sacred realm. Of course other instruments may also be used, considering how important a lyre harp has been in the series as well.
Most of my practice is energy cultivation, meditation, and prayer, but I’m also slowly working on my own magical system utilizing various tools for spells, such as talismans and music magic. Due to this, I have devised a basic correspondence list for many songs from The Legend of Zelda. Please bear in mind: I am super new to this so my correspondences will be fairly limited. Also please remmber that your path is your own and you may make your own correspondences. Intention and sincerity are the most important elements. Some of these correspondences are related to specific deities, sages, races, and even characters since people will have very individual practices and I want to hopefully provide inspiration for one’s own faith.
Zelda’s Lullaby
Princess Zelda, royal family, Goddess Hylia, sacred power, access, relaxation, healthy sleep.
Epona’s Song
Epona, comfort, bounty (connection to LonLon Ranch), Horse God Malanya, transport.
Saria’s Song
Sage of the Forest, friendship, nature, forest, trees, Goddess Farore, Great Deku Tree, Kokiri (Koroks and Kikwi too).
Song of Time
Goddess Hylia, Sacred Realm, time.
Song of Storms
Rain (literal or beneficial symbol), Storm (literal or baneful symbol).
Minuet of Forest
Goddess Farore, Sage of the Forest, Sacred Forest
Bolero of Fire
Goddess Din, Sage of Fire, fire, passion, Gorons
Serenade of Water 
Goddess Nayru, Sage of Water, water, nourishment, cleansing, healing, Zora.
Requiem of Spirit
Goddess of the Sand, Sage of Spirit, strengthen and fortify spirit, Gerudo.
Nocturne of Shadow
Goddess of Death, Sage of Shadow, Sheikah, shadow work, death, darkness.
Prelude of Light
light, Sage of Light, protection
Song of Healing
Healing, breaking curses.
Song of Soaring
Travel, safe journey.
Sonata of Awakening
Deku, swamp, awakening of inner self, awakening of desired qualities.
Goron Lullaby
Gorons, soothing, warm feelings, snow, restful sleep.
Oath to Order
Giants of Termina, support for heavy emotions, strength (mental, emotional, physical).
New Wave Bossa Nova
Zora, ocean, musical skill.
Ballad of the Windfish
dreams, waking, dispelling illusion, processing complex emotions
Ballad of the Goddess
Devotion to Goddess Hylia, sky, sacred power, protection, Hylians.
Fi’s Theme
Communing with Fi, primary sacred tools, creativity
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Arcanum (RUS) Patches & Mods Compilation
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Here are those 47 pages of Russian patches, mods, and more for the game Arcanum: Of Steamworks and Magick Obscura that you never asked for. Since I've got a thing for archiving and making things widely available, I figured it should be posted in more places than just the subreddit. 🤷🏿‍♂️
Highly recommend downloading the pdf just to use your viewer's Bookmarks feature since every section is a Header1 and every mainlisting is a Header2. If the pdf link prompts you to download the file, you can cancel and still view it on the page.
Disclosure: I just enjoy mods and games. People’s nationality was easy to disregard while compiling all of this.
What's included (mostly):
GrandFix
Unofficial Patch 1.0.7.5
Arcanum 1.5 Expansion Mod
Tweaker for Arcanum 1.5 Expansion Mod RC8
Mods Pack v1.9 for Arcanum 1.5 Expansion (2012)
Betty Fix для Arcanum Expansion RC7
Arcanum_Fixed_Script для Arcanum Expansion RC7
Official modules from Troika Games
Buried Secrets
Deathmatch
Dusty Dunes
Hellgate
Time
Woodmir Race
Lost Dungeon of Souls
Vormantown
Unofficial Escape Tarant module
Unofficial Tomb of Tol Guldur module
Patch for high resolution support
Interface mod
High-quality city maps
Expansion
Erotic Patch
Puritan patch
Russian subtitles for videos
Russian voice acting for videos
Disable Introductory Logos
10 loading screens
Russified World Map
Maud. The musical Renaissance of Arcanum
Collection of additional Animation + Fix
Changed world and Dungeon lighting
Raise the level threshold by 400 XP
Arcanum Total Rebalance
Arcanum: Terra Incognita
Arcanum Total Rebalance
SEM Rebalance Complete Version
Arcanum ReBulid Beta 1.3.0.0
Arcanum: Terra Incognita-mod for the game Arcanum
Arcanum High Quality Modules
Lost Dungeon of Souls
EscapeTarant / Escape Tarant
Unofficial Tomb of Tol Guldur
Hell Day
Dungeon Of Quests
Мод Wheel Clan Villagers Sell Lava Rocks & Bedokaans Sell Heartstones
Russified Cargo Hold v1.0
Arcane Coast
old Arcanum Club: Fantasy style fantasy
High Resolution Patch 1.1a
High Resolution Patch 1.5
Mod Collection of Four
Arcanum universal level cap remover v 0.0.1 mod-removes the experience bar
Incorrect Black Root Map
Solving the problem with GameOverlayRenderer.dll
Gentle Giant's Russifier (text)
Castleton Department Store: Arcanum Game Patches
Arcanum High Resolution Patch 1.1a
Arcanum.exe version 1.0.7.4 no-cd
Arcanum_uptolevel Patch127_1074
XEN-a's Arcanum Patch
Arcanum Fargus Localization Patch 101
Fargus 101a Localization Patch
Patch any of the above localizations to version 1070
Patch that fixes a common bug — " You want to log out of the game?»
Patch to fix the Bates Mansion bug (in the Fargus version)
Townmaps Fix Patch
Arronax Mod Patch
Fix for online game chat
Mod (patch) Arcanum universal level cap remover v0.0.1
Patch Drog Black Tooth v080420
Grand_Fix
MULTIPLAYER MODS
Module ArcanumM4 , project MultiArcanum
OpenArcanum
Arcanum: Revolution
Arcanum Reborn:Riverrise
FOnline
Arcanum: SoulLess
Arcanum MMO
Bertland
MISCELLANEOUS
Arcanum Club
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moirald · 2 years
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Shaunee Cole & Zoey Redbird
Shaunee and Zoey are characters in the House of Night series by P.C. & Kristin Cast. A mother daughter duo who have had their books on The NY Times bestsellers list. They are talented when writing together, but also when writing their own books. Here, Shaunee is portrayed by Chakayla Johnson, and Zoey is portrayed by Moira Lan Davis.
You can read more about the series on Amazon and other book sites, and find out more on the official House of Night Facebook page and tiktok.
You can find more House of Night content on all socials of @ Charmedchay and @ MoiraLanDavis.
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mangoesandmanga · 1 year
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I know you're not supposed to touch the blade of a sword, but somehow I feel like electrifying it is still the worst possible idea
very funny though
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jaredmerlin · 1 month
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1sneakysquid · 2 years
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twitch_live
Going live with some old school pc gaming- Arcanum: of Steamworks and Magick Obscura. Come hang out and check out this fun 90's RPG.
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demifiendrsa · 2 years
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Hades II - Reveal Trailer
Hades II will launch in Early Access for PC via Steam and Epic Games Store in 2023.
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Key visual
Overview
About
The first-ever sequel from Supergiant Games builds on the best aspects of the original god-like rogue-like dungeon crawler in an all-new, action-packed, endlessly replayable experience rooted in the Underworld of Greek myth and its deep connections to the dawn of witchcraft.
Key Features
Battle Beyond the Underworld – As the immortal Princess of the Underworld, you’ll explore a bigger, deeper mythic world, vanquishing the forces of the Titan of Time with the full might of Olympus behind you, in a sweeping story that continually unfolds through your every setback and accomplishment.
Master Witchcraft and Dark Society – Infuse your legendary weapons of Night with ancient magick, so that none may stand in your way. Become stronger still with powerful Boons from more than a dozen Olympian gods, from Apollo to Zeus. There are nearly limitless ways to build your abilities.
Mingle with (More) Gods, Ghosts, and Monsters – Meet a cast of dozens of fully-voiced, larger-than-life characters, including plenty of new faces and some old friends. Grow closer to them through a variety of new interactions, and experience countless unique story events based on how your journey unfolds.
Every Run is its Own Adventure – New locations, challenges, upgrade systems, and surprises await as you delve into the ever-shifting Underworld again and again. Reveal the mysteries of the Arcana Altar, tame witchy familiars, and gather reagents using Tools of the Unseen to get closer to your goal.
The Perks of Immortality – Thanks to a variety of permanent upgrades and the return of God Mode, you don’t have to be a god yourself to experience what Hades II has to offer. But if you happen to be one, you can brave escalating challenges for greater rewards, and prove just how divine you really are.
Signature Supergiant Style – Rich, atmospheric presentation and storytelling fused with responsive action is the hallmark of Supergiant’s titles. Vivid new hand-painted environments, even smoother real-time 3D characters, and an electrifying original score make this mythic world burst with life.
Coming to Early Access
Getting player feedback through key phases of development was vital for the original Hades, so we plan to reprise that process once more, once this game is further along.
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laclochard · 2 years
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FUCKIN UNREAL
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ruinandrue · 4 months
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Introducing Inkwarren: A dark fantasy TTRPG of woodland adventures!
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Hi all! I'm Matt, and I am an Atlanta-based indie ttrpg designer currently developing Inkwarren, a dark woodland fantasy TTRPG of swashbuckling tactics and storybook intrigue. Today, I'm going to talk to you about what Inkwarren is, what inspired it, and the design goals I have for the game. Inkwarren is already in preliminary playtests, and I hope to have public playtests sometime in the near future.
What is Inkwarren?
In Inkwarren, players take on the role of woodlanders- animal wanderers of the massive Woodland, who use magick, wits, and weapons to take down foes supernatural and mundane. Your woodlanders' wandering band may be a band of mercenary adventurers, a band of high-spirited rebels, or even a band of scoundrels and ne'er-do-wells just looking for their next score.
One player takes on the role of the Voice in the Dark, a guiding force behind the story that presents challenges, describes consequences, and narrates the actions of the woodlander's foes.
Inkwarren aims to merge modern-style deep narrative rules with exciting, flashy, swashbuckling battles that emphasizes teamwork, movement, and positioning. Character creation is a deep and choice-driven process, that fully contextualizes a woodlander within the world and sets them on a path to a truly memorable story.
Inspirations
Mechanically, Inkwarren borrows from and is inspired by games like Dungeons and Dragons 4th Edition, Modiphius's Dishonored, ICON, Blades in the Dark, and City of Mist, mixing design trends of modern tactical fantasy games with deep narrative based trends found in other systems. Inkwarren's combat also shares inspiration with the Hades series of games, aiming to emulate the fast-paced action where movement and positioning are just as important as the attacks you use.
Narratively, Inkwarren is inspired by The Secret of NIMH, Dishonored, Redwall, Root, and Hollow Knight. When designing Inkwarren's eponymous setting, I want to evoke the gravitas and melancholy somberness of Hallownest from Hollow Knight, with magic as eldritch and strange as the Outsider's gifts in Dishonored. With this, Inkwarren is still a game about hope, and aims to capture the optimism-despite-adversity and little-heroes-against-great-foes vibes of stories like Redwall or The Secret of NIMH. I have to credit Root for originally giving me the idea to shift my game concept to one where the PCs are little woodland creatures.
Choice, Sacrifice, and Hope
Inkwarren's core mechanic emphasizes choice, intent, and narrative weight. The base 2d10 roll is modified by the woodlander's own Virtues (core strengths like Brawn, Nimbleness, or Insight), combined with a Style to define how they're using that Virtue (such as performing an action Cunningly, Quickly, or Sneakily). Difficulty is measured by Risk and Effect, that assign narrative weight to the severity of consequences a woodlander faces, and how effective they will be if they Prevail.
When woodlanders just don't roll high enough, they don't simply fail- they Falter. Faltering grants Hope, a resource that can be used to Persevere and succeed despite consequences on future challenges. With Hope, failure is never the end- it simply closes one door, and opens another.
Swashbuckling Battles
Inkwarren's Battle system emphasizes movement, positioning, and teamwork. Woodlanders interact with the battlefield through exploits, combat disciplines that have a variety of different effects to use on the field. Exploits have an at-will root effect that can be used as a woodlander's bread and butter, but more powerful effects are always within reach. By using root effects, meeting battle objectives (such as defeating enemies or reaching escape points), and continuing the fight (by ending rounds), woodlanders build Momentum, a shared resource pool by the entire band that can be used to power a woodlander's most powerful abilities. Woodlanders can spend Momentum to use an exploit's powerful bloom effect, or power a duo effect that they can use to combine their abilities with those of another ally. Momentum doesn't deplete until the Battle is over-- use it for quick bursts, or build up to unleash more powerful attacks against your foes!
Other rulesets like charging attacks, staggering mechanics for bosses, climbing on top of larger foes, environments, high ground, and ally turns (that don't clog up combat) also add gravitas, pace, and exciting tactical decisions to make Inkwarren's Battles so engaging.
Sweeping Narrative
Inkwarren's narrative mechanics work to ensure that solving problems outside of Battle carry just as much weight as Battle itself. Inkwarren's narrative ruleset includes:
The Doubt system allows woodlanders to call upon the Voice in the Dark for aid, but at a cost: as the woodlanders build Doubt, the Voice can spend it to increase the danger of the surroundings, unlock new abilities for foes, or act as a mastermind behind the antagonistic forces of the narrative.
Narrative abilities called flourishes that woodlanders can use to interact with the world.
A special character-based tour de force that a woodlander may use to do something truly legendary, although infrequently.
Rest Activities woodlanders may use to Cook Meals, Spar, Entertain, or Pray to give themselves bonuses and restorations for use later.
Wounds to carry over how trials in-combat affect a woodlander after the Battle ends.
Rules for Tongues that establish a woodlander's knowledge of a language with several levels of fluency.
Ties, which are narrative bonds with NPCs woodlanders may use to increase their effect against them, or burn them to ask for a favor.
And So Much More!
Deep character customization for woodlanders, including a Coat mechanic that allows you to play as any little animal your heart desires, unique and evocative traditions like the ghostly historian Folklorist or the passionate Warrior-Poet, rules for mysterious and magical artifacts called esoterica, an in-depth crafting system, and more!
If you've gotten this far, thanks for reading! I'm so excited about this game, and I hope to share more with everyone soon!
Tìoraidh!
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daitranscripts · 2 months
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Doom Upon All the World Pt. 3
The Final Battle
Doom Upon All the World Masterpost First: The Breach Returns Previous: Your New God
Corypheus: A dragon. How clever of you. It will avail you nothing. You will fall as a warning to those who oppose my divine will!
General taunts:
Corypheus: I shall sear you from the very heavens!
Corypheus: You dare to touch an avatar of divinity!
Corypheus: Feel my wrath, little wretch!
Corypheus: As you wish!
Corypheus: Enough! I will destroy you where you stand!
Corypheus: I will not stand for this outrage!
Corypheus: If you desire death, you shall have it!
Race specific taunts:
Corypheus (Qunari PC): What do they call you? A “Qunari”? Your blood is engorged with decay. Your “race” is not a race—it is a mistake!
Corypheus (dwarf PC): You think to best me? A runted dirt-worshiper? Your people have ever been the sand beneath Tevinter heels!
Corypheus (Dalish PC, vallaslin removed): In my time we, called your people “rattus.” You are nothing. A race of sniveling cowards that shrank before Tevinter power!
Corypheus (Dalish PC, still has vallaslin): Look at you, wearing slave markings on your face with pride. You are nothing. A race of sniveling cowards that shrank before Tevinter power!
Corypheus (human mage PC): You think to best me with your feeble magicks? You are nothing! All you love will be ground under the Imperium’s heel!
Corypheus (human non-mage PC): Look at you, a soporati nipping at the heels of your betters! You are nothing! All you love will be ground under the Imperium’s heel!
The dragons are giving chase in the sky above, fighting until then spiral into the ground.
Morrigan drank: Morrigan collapses on the ground, bleeding and unconscious as Corypheus’s dragon approaches.
If PC is alone: PC: Morrigan! Is she dead?
Party comments:
Solas: Morrigan lives! We must go to her aid!
Dorian: Morrigan must be alive! We must reach her!
Vivienne: The witch lives! Inquisitor, we must get to her!
Cassandra: Morrigan could still be alive! We have to help her!
Blackwall: The witch could be alive! We have to help her!
Sera: Did Morrigan go tits-up? We should check!
Varric: Morrigan might still be alive! We should check!
Cole: She’s hurt, but not dead! We have to help her!
Iron Bull: Dragon-lady might still be alive! We should help her!
PC: There’s a dragon trying to kill us!
Party comments:
Iron Bull: Yeah, which is why we want our own dragon up and fighting!
Solas: All the better to revive our own!
Cassandra: And one there who will help us, if she lives!
Blackwall: Then we need to revive our own!
Dorian: Yes! So let’s wake up ours!
Vivienne: Yes, and Morrigan is the only one who can stop it!
Sera: Then let’s get Morrigan to kill it back!
Varric: I didn’t say it would be easy!
Cole: Yes. But don’t we have a dragon, too?
PC drank:
If PC is alone: PC: The dragon’s dead!
Party comments:
Solas: The dragon has fallen! PC: I can see that!
Dorian: It killed the dragon! We’re dragon-less! PC: I can see that!
Cassandra: The dragon! It’s dead! PC: I can see that!
Blackwall: The dragon is dead! What do we do? PC: The Archdemon’s coming! We must fight!
Sera: Pissballs! Your dragon! PC: I can see that!
Varric: What now? Any more dragons to pull out of your ass? PC: No! You? Varric: Not today!
Cole: Our dragon is dead! PC: Thank you, Cole! Very helpful!
Vivienne: It killed the dragon! PC: I can see that!
Iron Bull: Ah, crap. So much for our dragon! PC: The Archdemon’s coming! We must fight!
The dragon falls as the PC slashes at it’s neck, and a ball of energy rises from it and is absorbed into Corypheus.
Corypheus: So be it. Let it end here. Let the skies boil. Let the world be rent asunder.
The PC chases him up some stairs.
Taunts:
Corypheus: No! I will not allow you this victory! You and all the heathen barbarians shall burn!
Corypheus: I will not yet fall!
Corypheus: I need only moments more!
Corypheus: (Screams.) I will not allow it!
Corypheus: Grant me power to finish this last rite!
If Cole is in party, made more spirit: Corypheus: You dare come before me, demon? I will bind you, as I have bound so many before! Cole: I am unbound, and you are undone. Corypheus: Then die with the others.
If Cole is in party, made more human: Corypheus: You dare come before me, demon? I will bind you, as I have bound so many before! Cole: I am no demon… and you are no god! Corypheus: Then die with the others.
PC: The Breach is getting bigger!
Party comments:
Dorian: He’s really doing it! We have to stop him!
Vivienne: So it is—kill him before he destroys the Veil!
Varric: And then the Fade swallows the world, right?
Cassandra: It will endanger the world! We must stop this!
Blackwall: We should do something about that!
Iron Bull: Not on our watch!
Sera: Had enough of him frigging with my sky!
Corypheus: And this is the “Warden” of which I’ve been told so much? Delightful. Blackwall: Fight while you can, demon!
Corypheus: A pike shall hold your head before the gates of the Grand Cathdral, Seeker! Cassandra: We shall see about that!
Corypheus: You were a fool to come, Qunari. You shall be slaughtered like your namesake. Iron Bull: Big threats! Let’s see you back them up.
Corypheus: Is this ragged mage another ally? One more rattus emerged from the garbage? Solas: You cannot win, Corypheus.
Corypheus: You shall be dealt with harshly, Tevinter. The Imperium suffers no traitors! Dorian: Your Imperium will never be mine, monster!
Corypheus: You placed your bet on the wrong champion, Chantry mage! You are a fool. Vivienne: And you are a relic, best forgotten!
Corypheus: A beardless stone-worshipper? Run as fast as your little legs can take you! Varric: So you’re reduced to dwarf jokes now?
Corypheus: Begone demon! I shall plunge your essence into an abyss from which it will never return! Cole: Never!
Corypheus: I shall wear your ears as a trophy when this is done, rattus! Sera: Ugh! Now it’s talking to me!
The party finally defeats Corypheus, the orb growing wildly unstable.
Corypheus: Not like this! I have walked the halls of the Golden City, crossed the ages… Dumat! Ancient ones! I beseech you! If you exist–if you ever truly existed–aid me now!
The PC stands, the anchor glowing, and the orb flies to their hand. They close the Breach, and the orb falls.
PC: You wanted into the Fade?
The PC opens a rift that sucks Corypheus in, and the ruins begin to crumble. The party runs and the scene fades to black.
Next: Victory
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satoshi-mochida · 3 months
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Tasto Alpha announces open-world action RPG Witch of Oblivion for PC - Gematsu
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Japanese developer Tasto Alpha has announced Witch of Oblivion, an open-world action RPG for PC (Steam). A release date was not announced.
Here is an overview of the game, via its Steam page:
About
Witch of Oblivion is a sorcerous Soulslike set in an enchanting open world. Explore an ever-changing forest and wield destructive fire magic responsibly: scorch hordes of enemies and reshape the environment, but overdo it and the wild flames may cause irreversible damage. Embark on a captivating adventure where every decision shapes your fate and the fate of the world. Will you defy the Ancients, and reclaim your memories, hold the world in stagnation, or succumb to the darkness of oblivion? The choice is yours in “Witch of Oblivion.” As the Witch of Oblivion Lyva, traverse the treacherous depths of the forest, confronting monstrous Ancients and uncovering the secrets of Lyva’s lost memories. Make choices to shape the world around her, leading to multiple possible endings.
Key Features
Defeat the Ancients with Magical Souls-like Combat – Engage in intense battles with deadly foes using powerful fire magicks. Delve deeper into the forest to face increasingly dangerous adversaries and reap greater rewards. Combine spells to outmaneuver enemies or strike with your staves for up-close melee combat.
Explore An Ever-Changing Open World – Experience a dynamically evolving environment where each new day brings forth a freshly regenerated forest. Explore its depths endlessly as the layout, enemies, dungeon and loot locations change with each run, adding a rogue-lite element to exploration that’s as thrilling as it is unpredictable.
Customize Your Playstyle with a Deep Alchemic Crafting System – Utilize Lyva’s Cauldron of Chaos to craft new equipment using materials and gems collected during your journey. Customize gear with active and passive skill gems, and create a unique build tailored to your preferred playstyle.
Burn Everything in Sight – Harness the devastating power of fire magicks to incinerate foes, illuminate your path, and unveil hidden treasures. Uncontrolled flames may consume more than just your enemies.
Compete Against Other Witches in Online Leaderboards – Show off your prowess by competing for kill times against powerful Aberrant Ancients, acquire rare crafting materials, and mark your place as the greatest witch!
Watch the announcement trailer below. View the first screenshots at the gallery.
Announce Trailer
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dmsden · 2 years
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Survive the Night - Using survival horror tropes in D&D
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Hullo, Gentle Readers. This week's Question from a Denizen is an an Anonymous one, and they ask, "Hello, I was wondering how you would go beyond simply adding horror elements. Instead, I am interested in having a heavy focus on Survival Horror elements! I have Van Richten's Guide, which I know is a great starting point."
Well, Anonymous, that is a very good starting point, but I will try to offer my own thoughts on the subject.
Survival horror is a genre that can lend itself well to D&D, but you really have to think about how to get that mood injected. One way you can start is by changing the essential formula of D&D's nature. Instead of making the PCs heroes that go out and seek out evil in a relatively normal world, you can create a world (perhaps your own Domain of Dread, should you be so inclined) where evil has more or less already won. Maybe the necromancers already cast their spell, and the world is overun with undead. Maybe this kingdom is patrolled by potent starspawn who walk the lands after the Great Old Ones have already come. Or maybe these forces still work in secret, but anyone could be their agent, adding an element of paranoia to the mix.
For survival horror, I would lean in the direction of making the world feel under siege. Maybe the home village that the PCs live in comes under regular attacks by what I'm going to simply call The Threat. The Threat could be cultists, zombies, aberrations, orcs, a neighboring kingdom, or what have you. In a scenario like this, if the PCs dare to leave the relative safety of their haven, it'll probably have to be for a good reason. Dungeons would still be all kinds of dangerous...possibly more dangerous than a simple night spent fighting The Threat. Obviously gold is not going to be a motivating factor here. Instead, it's more likely that the PCs would go to dungeons to seek lore, weapons, magic-items, or possibly even allies to help them turn back The Threat.
I remember a campaign I played in where we were traveling through a kingdom that had already been conquered by our enemies. We built up a caravan of refugees, guiding them through the dangerous lands to what we hoped was safety. We had to deal with patrols, check-points, potentially being betrayed from within, and the evil hunter-rangers that were pursuing us all the while. It was a nightmare, to be sure, and I will certainly never forget it.
One thing you can do to emphasize the survival horror element is to limit resources. Whether those are coveted material components (especially ones with a gold piece cost); weapons, armor, and ammunition (perhaps using rules for these getting worn-out and increasingly useless); healing magicks (if the Gods aren't granting them, why not, and what can be done to restore them?); or something as simple as food and clean water - limiting things can make a situation seem more dire. It also gives you a great alternative reward in the game to gold. Finding a decanter of endless water in a dungeon is likely as valuable, if not more so, than finding a holy sword, if the land is a parched desert.
One trope of survival horror that's difficult to manage but that is absolutely necessary to leverage is despair. While you don't want things to be completely bleak (as that can be kind of a bummer), the victories that the PCs have should be small, and there should be terrible things happening that they can't stop or fix.
Make them make difficult choices...maybe they have to decide between protecting a small farm community from a full moon zombie rampage and entering the Temple of the Moon at the once in a hundred years moon's height to get the Necklace of Prayer Beads stored there. In a game where the gods are blocked from offering healing magic, a Necklace like that can be an absolute, literal life-saver...so do the PCs retrieve it, thus letting staunch allies be wiped out, or do they turn their backs on it, knowing they need all the allies they can get.
I'm going to recommend two non-D&D sourcebooks that I think handle these kinds of things well. The post-apocalyptic RPG Legacy has a lot of cool things about it, but I particularly like its scarcity system, in which specific items are abstracted into scores of what the PCs have a surplus of or what they lack. If I were looking at a survival horror game, that's what I would look at to handle those mechanics. I also recommend the small book Keeper Tips from Chaosium. Even though this is advice for people running the Call of Cthulhu RPG, it has a series of essays with fantastic tips for maintaining the mood in a horror game. Both boosk are available physically or in PDF format, and both are excellent additions to your gaming library.
Anonymous, I hope this has given you some ideas on how to run survival horror in D&D. I have an idea for a future campaign that might be fairly survival horror in tone, so I might be using this advicem yself before too long. Until our next article, keep ahead of the zombies, and may your crossbow never run out of ammo.
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moirald · 2 years
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Zoey Redbird at the House of Night.
Zoey is a character in the book series called the House of Night by PC and Kristin Cast. The House of Night is a Vampyre boarding school in Tulsa, Oklahoma where fledglings, like Zoey, and vampyres reside. However, Zoey is a special fledgling. Find out more by reading the House of Night!
Zoey is portrayed here by Moira. All socials are @ MoiraLanDavis.
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