Showing posts with label d12. Show all posts
Showing posts with label d12. Show all posts

1d12 Roadside Shrines


1 A round brick pillar with worn and faded inscriptions around the base

2 A hawthorn tree with multicolored rags and ribbons tied into its branches

3 A tiny wooden cabinet protecting a painting of a holy beast

4 A roughly-shaped stone statue, weathered and hung with strands of glass beads

5 A single-room chapel with an altar and a little blue stained glass window

6 A beech tree with a sprawling canopy and eyes carved into its trunk

7 A hexagonal cairn of white stones raised in memory of a folk hero

8 A niche cut in the bole of an oak holding a porcelain icon, framed by a wreath of wheat sheaves tied with red string

9 A simple stone table piled high with food offerings and candles

10 A holy well hewn out of solid rock, fed by a spring above the carved basin 

11 An intricately-carved wood idol of a young woman, offerings of flowers and bread placed at her feet

12 A stout ash pole erected at a crossroads with nails hammered into every inch of its surface


1d12 Guardian Beasts



1 Little girl in a pristine, frilly white dress. Happy to see you. Hands dripping red.

2 The combined spirits of eight thousand and one crows. Yoked together into a single body and mission but able to split apart into a cloud of beaks and claws.

3 You. Not a doppelganger, not a clone or shadow-self. It's actually you.

4 Ancient warrior's ghost, bound to his duty forever. Very friendly and understanding if you take a minute to stop and talk.

5 Your parents. They love you and are so proud of you, but they won't play favorites.

6 Five-legged horse made of fingernails with dog's teeth and dozens of tiny glowing eyes.

7 Many-tendrilled beast of shadows. A zone of hungry darkness, fuzzy at the margins until it strikes with razor edges.

8 Giant moss-furred hound made of black soil with bog iron bones, teeth, and claws. Melds into and erupts from the earth at will.

9 Lurid fungal bloom encrusting several rooms. Easy to pass. Releases spores that make interlopers want nothing more than to stay and protect the place.

10 Worms. Hundreds of thousands of worms, attracted by sound and working together to undermine the ground below intruders. Devour anything organic that falls through to them.

11 Sturgeon made of luminous plasma, swimming placidly through the air and unaware of its surroundings. Arcs of electricity leap from its spines to any conductive objects or creatures nearby.

12 Nimble eight-legged construct of prisms and lenses mounted on a titanium armature. Can direct rays of focused light to blind and incinerate by repositioning its body segments, using the pieces like burning glasses.

1d12 Petty Curses

1 Stubbed toe. If there's something on the ground you'll accidentally kick it. Hard. (Can't run. DEX save if you try, trip on a fail.)

2 Rocks in your shoe. Tiny pebbles and sharp chips always find their way in, even when there aren't rocks around. (Travel at half speed. Stop often to empty your boots.)

3 Splinters. Wood, plastic, metal, glass, any material that can make brittle stabbing shards does as soon as you touch it. (CON save against infection every day. 1d6 CON damage per day on a fail.)

4 Something in your eye. Dust, lint, a stray eyelash, it'll get in there and itch, always. (Disadvantage on all rolls to see things.)

5 Always feel like you're just about to sneeze. Any minute now. (Can't concentrate.)

6 Hiccups. Now. Tomorrow. Constantly. Forever. (Can't sneak, hide, or ambush.)

7 Lose your keys. You just had them in your hand, what the hell. (All doors are locked.)

8 Itchy. Everywhere, no matter what you do. (Can't focus. WIS save when doing delicate or complex tasks.)

9 Always have words on the tip of your tongue. They're right there, but you can't find them. (Disadvantage on rolls to persuade or lie.)

10 Stuffy nose. It's entirely blocked, can't smell anything and it makes it hard to sleep. Drips. (Only get half benefit from sleeping. Unaffected by smells.)

11 Drop everything. Always fumble objects. If it's in your hand, it'll end up on the floor. (Disadvantage on attacks and DEX-related tasks. 2-in-6 chance of breaking delicate objects you touch.)

12 Food and drink always goes down the wrong pipe. Every time, never fails. You're always coughing over a meal. (CON save whenever you eat. On a success only get half benefit from potions and rations. On a fail, no benefit.)


Thinking About Wards

Warding is one of my favorite types of magic. It's extremely flexible and there are so many flavors that it's easy to work into just about anything. I'm always disappointed when games reduce warding to basic shields and 'protection from'-type spells, or ignore it in favor of flashy destructive magic. Immolating your foes at will isn't always the answer. It's practically boring compared to setting guardian spirits behind you to tear apart your pursuers.

I boiled down the different variations of wards I've seen and came up with six general types that spells tend to resemble. Description and flavor-wise a spell could be anything, but the effects and power sources usually fall into at least one of these main categories:

1) Creates a physical barrier that intruders can't pass. This is stuff like magic circles and boundary stones that exclude or contain entities. Anything trying to get into or escape the warded area runs into a solid wall of force that keeps them from entering or leaving the space.

2) Repels intruders with the sight or physical properties of an object. This is "garlic repels vampires" and "fae can't touch iron"-type stuff. There's not a physical force keeping intruders out, but they're blocked by the properties of whatever's set out along the boundary. It might have an actual effect or the intruder might just believe it does, but it's more applied folklore than magic.

3) Repels intruders by invoking a Power to protect the space. This is when the warded area is guarded by a god or guardian spirit that the caster has politely asked to help. Anything that tries to get in either can't, gets thrown out, or has to fight the guardian entity. The key thing is that the guardian is helping because of an entreaty from the caster, not compulsion.

4) Tethers a force to guard a space. This is stuff like the spirits of ancient warriors bound to statues in a tomb to guard it forever. It's the same as 3, except the guardian(s) is there and acting the way they are because of a compulsion from the ward's magic.

5) Makes an area actively hostile to intruders. Things like holy ground or threshold magic, where an intruder either can't enter at all without an invitation or are severely weakened while inside the bounds of the ward. May also burst into flames.

6) Acts as an alarm. Intruders can pass across freely, but it pings the caster or otherwise records their presence. Sometimes acts as a trigger for other spells.

That's it. There are your archetypes. You can break down most types of protective magic and they'll fit into one or more of them. Try it out.

I also thought about why warding regularly gets downplayed or entirely overlooked in games and settled on two main reasons:

First, cowardice. Like I said before, warding is extremely flexible. Your options for using it change with each new space you visit. Codifying how the magic could potentially interact with different architectural elements vs things inside rooms vs open space in a way that produces satisfying rules would be an effort. So designers don't and we end up with boring and generic protection spells. Cowardice. There's no need for that level of exactness and specificity in rules, just give the players things and trust them to have fun.

Second, flavor. Warding is usually complex, static magic with (by definition) sharply marked boundaries. Making wards takes careful planning, time, and precise spellwork because they're supposed to be major enduring pieces of protection. It gives you things like castle cities where the wards have been active for centuries, family homesteads protected over generations, and magic barriers in the far-off wilderness that have barred monsters since before living memory.

It's good stuff and works great for locations the players might visit, but not so well for the players themselves while they're on the road adventuring. Any wards players might use in the field would have to be made fast. Improvised work cobbled together from whatever was lying around or in their pockets. Protections that would serve to secure a campsite for a few days or seal an area of the dungeon so nothing can sneak up on them, but that wouldn't last long after the party leaves.

In that spirit, here are some ephemeral wards made from basic supplies that can be easily carted around and deployed as needed.


1d12 Ephemeral Wards
1) Water from a holy lake or well. Works until it evaporates.
2) Blessed bones. Animal? Human? Something else? Yes! Each have a spirit bound to it that awakens and attacks when an intruder comes within range.
3) A stone. Seal evil entities by way of plonking a big rock on them.
4) Teeth. Summons a ghostly maw to devour unwelcome visitors.
5) Smoke. Creates solid walls of haze between fires burning at the edges of the safe zone.
6) Carved pebbles. Put them in conspicuous places around the area, the sigils on them repel interlopers.
7) A design of footprints pressed into the dirt by dance. Creates a palisade of invisible spikes from each print.
8) Sootblack collected from a sacred fire. A figure made of greasy lampblack tirelessly pursues anyone who crosses the ward's perimeter.
9) Fallen leaves arranged in careful patterns and drifts. Forcefully imparts the idea of gravity to pin anyone who enters the space uninvited.
10) Chunks of empty honeycomb. Houses a swarm of spectral bees. If anything passes by they fly to warn the caster with a waggle dance.
11) Holy texts. Stack them like bricks into a solid wall that'll seal doors and portals.
12) Braided cord made of hair. Delicate and so fine it's almost invisible. If anything breaks it, it starts screaming and won't stop.


(If you'd like more stuff in this vein, Luke Gearing's created a magnificent batch of wards that I absolutely love.)


Camp

Behold, a new game!

I wrote this one for the Good Morning Apocalypse game jam. It's a d12 system about surviving a long journey in the post-apocalyptic wilderness with your friends.

You can get the PDF here for PWYW.