Showing posts with label Table. Show all posts
Showing posts with label Table. Show all posts

Wednesday, December 11, 2024

1d30 Three-Word Swords (Swordtember '24)

Lately, I've been suffering from a lot of burnout. Making headway on any of my personal projects has been hard, while writing has proven even worse. I could write a blog post about this—it wouldn't be the first time—but I think that it would be better if I compromised and did something fun instead.

I've done far too much reading. Too much consumption. Now is the time for creation, and hopefully a good six months of blog posts to show for it—quality be damned.

This is where we'll begin. 

I will update this list at a later date.
Challenge by @faithschaffer on Tumblr

  1. SWINE COME QUICK: a bronze grip-tongue sword with a carved gourd for a handle. The inlaid is vaguely reminiscent of autumn, but it'll gladly expound upon some the details if asked. Can be attuned by burying it in a pile of fresh produce overnight, then summoned by expending a ration, whereupon it sprouts wings and rushes to your hand.

  2. WHERE BLOSSOMS GROW: he is a light falchion (+1) of glassy steel. Its guard is rounded and made of cobblestones, which shiver and pop as it is swung, and occasionally sprouts weeds. Knowledgeable of burial rites in several cultures. If an inch-wide cut is made into the ground and a command word is spoken, a trail of flowers will guide you to the nearest cemetery.

  3.  OUR LAST HOPE: she is a heavy zweihander (+3) of pure adamantium, beautifully inlaid with lines of gold, silver, and platinum. An elvish parable has been inscribed along the weapon's length, detailing the ancient hero who once wielded it against evil. Shines with immeasurable daylight when drawn, turning undead and dispelling even magical darkness. Currently embedded within a stone, waiting for an ancestor of the hero to retrieve it, and under the protection of a small clergy.

  4. A CRUEL FATE: same as #3, but ebon splotches have warped the sword's appearance, like oil slicks on asphalt. Spasms violently on occasion. Unsheathing the sword plunges whatever room it was drawn into total darkness. Currently half-buried in rubble underneath a sepulcher, where the clergy have barricaded the entryways.

  5.  FARM DOG'S ODYSSEY: It is a medium xithos (+1) with a mycellium skin. Seemingly made entirely out of mushrooms, which grow shorter & more thin as they approach the "blade". Can be carefully folded into a cube (1 slot), and consuming any part of the weapon forces a Save Vs. Violently Orgasmic Hallucinations.

  6. WHO GOES THERE?: she is a light rapier with a silver blade & brass accessories. Speaks in a thick cockney accent, which she uses to point suspicion at everyone or everything she doesn't intimately know. Lighting the blade's tip causes it to glow with the strength of an oil lantern, which lasts for 10 minutes, and smells faintly of lemongrass. Can be replenished by soaking in olive oil or whiskey.

  7. LOVELY NIGHT MARE: they are a light khopesh (+1) of bronze alloy. Inlays of electrum run along the weapon, resembling a series of rivers. Someone has (rather poorly) embedded diamonds into the hilt, which now pulsate in the dark. Soft-spoken; rather friendly, if not a bit monotone. Can "scoop out" someone's dreams by cutting through their reflection. You're not stealing them—it's divination.

  8.  ___ WARNING ___: It is a heavy shortsword (+2) of carbon steel, ejected by a star suffering from acute iron poisoning. Originally a spear, but later reforged after it snapped in half upon striking a mountain. Attempts to communicate with the wielder through a series of complex runes, heptapod style, which project from the blade's surface and onto the walls & floor. Wishes to be reunited?

  9.  FISH HATE MORTALS: he is a medium cutlass of seaglass and leather, caked in barnacles. A relic of an ancient (aquatic) civilization. Doesn't speak your language, and even if it did, it wouldn't like you. Sinks in water when held (but otherwise floats). Counts as a +1 sword when used underwater, and +2 if the target is a landlubber.

  10.  ORDER REQUIRES PREREQUISITES: she is a heavy backsword adorned in gold, platinum, and silver. The blade itself is cold iron, with irregular lightning bolts running down its length. Secretly desires to be a mace instead. Commissioned by the court and never intended to be used, but was later enchanted by a wizard after realizing that they overpaid. Contains a pocket dimension which holds every proposed law of the court in the last 50 years.

  11.  GENTLEMAN'S DUE DILIGENCE: they are a heavy spatha of velvet accents with coal-black fullers. The family heirloom of a war-loving culture. Can be split vertically into two light blades (+1), which deal half-damage toand automatically parry attacks from—anyone except the person wielding the second sword. Bitch and moan at each other while combined, but flirt aggressively in use. Think Morticia & Gomez Addams.

  12.  ALMIGHTY UNCONQUERABLE THERMOGENESIS: she is a light scimitar (+3) of brass and elemental-treated gold. One of the many blades forged for—and disposed of by—the great Sultan of the City of Brass. A skilled poet & vizier, she is not unhurt by his rejection. Always on fire. Yes, even the hilt. Can cut through flames bigger than its wielder in order to create a portal to the Elemental Plane of Fire—not always safe portals.

  13.  WHO SAW THAT?: he is a light jian (+1) of jagged, never-melting ice. Fragile. Cracks along the flat parts of the ice are razor-sharp to the touch, giving the sword a working edge. Speaks like a disillusioned wizard; an old man, sick of the world's shit. Look through the blade to see through illusions and spot ghosts and, if placed in a pool of water, it will melt and turn into a scrying pool. Can be restored by chucking the hilt into a snowstorm (or something equivalently cold) for three days.

  14.  SECOND CASE SCENARIO: they are a medium koncerz, overwhelmed with tubes and machinery. A trigger-guard is embedded in the hilt, various gauges and transparent gizmos adorn the guard and piping. Can be held in half-sword when wielded in two hands, providing armor-piercing and triggering the device. On hit, inject a dose of poison (2x total, hand-loaded). Contains a dose of Basilisk Oil when found.

  15.  LOUSY JUDGEMENT CALL: it is a light broadsword made entirely of glass. Fragile. The handle is an complex basket-hilt, like a chain of tubes, with visible markings where the glass was sealed off. Inside the "blade" sloshes a reddish-brown fluid which, when shattered, explodes violently, unleashing the air elemental contained within. The original blade—a "master mold"—remains in an unfinished state: variants of the weapon are currently being mass-produced.

  16. SOME KILLER TECHNIQUE: he is a medium hook sword (+1) of soot-choked steel, with a blade of humanoid fingers. Originally forged to be a whip, but rot and improper maintenance has ruined its joints. Flexible enough to swing around corners. Knows 1d4-1 combat techniques, which the wielder can use once-per-day.

  17.  LONG DAY RETREAT: he is a light rapier of heat-resistant glass. Really a bong in the shape of a sword, commissioned by a wealthy mercenary with a really bad habit. Knows exactly what you like and where you can get more of it. When you draw this sword, you may take a hit of one (inhalant) drug you possess as a free action.

  18. VERY FUNNY MOM: they are a light sickle (+2) of tin and iron, its handle wrapped in decorative ribbons of various colors and styles. Sits on your tongue like a fishhook when sheathed. Occasionally tells a poorly-timed joke in your voice. Seeps itself into the flesh like a poison, inducing hysteria and terrible humor in its victims—especially unpleasant when you're a wizard. Kills add new ribbons to the hilt.

  19. FLESH NOT FERN: she is a medium talwar of obsidian and amber. Its hilt is carved from the bark of an irontree, which the blade claims belongs to its dryad owner. Incapable of cutting through plant matter—it simply bends out of the way. Despite being immune to its violence, plant creatures will often defer themselves to it (forces a morale check).

  20. ONE LOOSE END: they are a heavy falchion (+3) of unknown make, covered in runes and glittering sparks of magic. Currently shattered into three pieces—each is considered a light +1 sword in its right—which will combine when reunited. If you are a magic-user and possess ≤2 shards, they attack a random enemy whenever you cast a spell using MD, dealing 1d4 damage each. The hilt wants nothing more than to remain separate from its kindred.

  21. COLD HARD STARE: she is a light jian (+1) constructed entirely out of glass eyes. Handles as you'd expect, which isn't helped by the blade's penchant for vision-related wordplay. If used as a foci for one of your Gaze spells, add +1 MD. Gets weirdly persuasive about climbing into your head if you happen to lose an eye.

  22. SLAY WILL ALONE: it is a heavy broadsword made of brass, oil and tears. Cobbled together by a lunatic with an engineering degree. An internal combustion engine sputters when drawn from the scabbard, grinding the blade's two halves together like saw-teeth. Can be used to sunder shields (or shoddy doors) while ignoring damage reduction.

  23. FIRST ONE FREE: he is a medium xithos (+1) of cold iron. While the blade is rather plain in style, its scabbard is grossly overdecorated, adorned in mosaic spirals of gold leaf and silver. When drawn from its scabbard, a ghostly apparition (with the stats of a 3rd-level fighter) immediately takes possession of the blade. He is patient and cooperative, but refuses to part with the weapon until he is defeated, whereupon he vanishes and it returns to its scabbard.

  24. FAULT THY SELF: he is a medium kopsis (+2), carved from an enormous emerald. Treated as a holy relic by the monastery that discovered the emerald, which has definitely gone to his head a little. Claims to heal whoever touches him, which isn't a complete lie—all that sickness and pain is given back to the gemstone.

  25. REAL LIVING ART: it is a light dao of platinum and silk-spun adornments. An giant, intelligent silk moth named Jimbel lives within the blade's hollow guard, tasked with maintaining the accessories. Jimbel is quite nice, not to mention knowledgeable in the art of fashion, and he will regularly offer his services as a seamstress to the wielder—so long as the blade is regularly polished.

  26. HOLY SHIT BALLS: she is a heavy claymore, scrounged together from the remnants of a weather monitoring station's lightning rod. Gained sentience after a demon—traveling at the speed of light—passed through the rod and entered our world. She's as confused about it as you are, to be honest. Deals +1d6 lightning damage on hit. If she's ever struck by lightning again, upgrade into a +1 sword, but roll for a random demonic incursion.

  27. SYMBIOSIS REQUIRES KINDNESS: she is a light small-sword of copper and silver. Its scabbard—an ornate, oversized grasshopper—animates when the blade is drawn, becoming a loyal familiar. While not exactly helpful in combat, it is capable of performing other tasks appropriate to a familiar, such as spying on targets and retrieving objects. The blade & scabbard are inseparably linked—the former speaks of the latter like a good friend, and destroying the scabbard will also shatter the sword.

  28. PEACE AMONG WORLDS: they are a medium "shortsword"really the disembodied tail of a Psychion (that's a psychic scorpion.) Its length, albeit jagged, is consistent enough to use as a blade, while the stinger at the tip remains an excellent stabbing weapon. While able to communicate from within its tail, the scorpion doesn't have much to say, besides a vague sadness over its circumstances. Launch a psychic blast when wielded in two hands (3/day, 1d6 + WIS).

  29. REDUCE REUSE RECYCLE: this isn't a sword at all—those require a blade, or at least a hilt. An emerald rune, burnt into its owners palm. As living things die around you, a blade is constructed according to their traits and preferences: rapiers for the suave, serrated teeth for dogs, a basket-hilt for the wary, etc.

  30. FIND HER MARK: she is a medium estoc of cold-iron and dripstone, built from what could be found within the frozen caves of Betrayal. Small droplets of luminescent fluid leak from the blade's tip. Anything covered by these droplets begins to glow for a short period of time, to the point of translucency through thin walls—according to the helldivers, great for finding pierceable organs.

Friday, July 8, 2022

D20x4 Moon Cult Simulator

Wanted to create a quick generator in honour of one of my favourite things in this world: the moon. Lots of it is strange, and even more of it is up to interpretation, but that's the fun of a generator isn't it?

Click the button below to take a look:


 



D20 Names For The Moon

  1. Luna
  2. Beryphides
  3. Hylin
  4. Seraphine
  5. Ulynteph
  6. Magra-Napu
  7. Jaci
  8. Io
  9. Koray
  10. Epheme
  11. Ming Yue
  12. Lucine
  13. Aabria
  14. Ba Dwai La
  15. The Moon
  16. Yuyu
  17. Adrigal
  18. Le Kon Gao
  19. Máni
  20. Czykha

D20 Patron Titles For The Moon

  1. IOUN
  2.  Nightstone
  3. Dusk Sun
  4. Tidebearer
  5. Mother
  6. The Watcher
  7. The Pale Emperor
  8. Gwyllion Gaol
  9. The Queen of Pigs
  10. Protector Of The Erudinean Complex
  11. The Shadow
  12. The Great Mimicry
  13. Mthyl Ngltah Uryifn
  14. Craterpox
  15. Guardian White
  16. The Third Bastion
  17. The Eye of God
  18. Dyo-Necropolis
  19. False One
  20. My Love

D20 Domains For The Moon

  1. Rain
  2. Storms
  3. Dreams
  4. Trypophilia
  5. Protection
  6. Gravity
  7. Insanity
  8. Night
  9. Reflections
  10. Lovers
  11. Darkness
  12. Satellites
  13. Spheres
  14. Navigation
  15. Beauty
  16. Oceans
  17. Holes
  18. Mystery
  19. Insight
  20. Eyes

D20 Things That Look Like The Moon That Aren't The Moon (You Monster)

  1. A Lich's Lunar Fortress
  2. The Sun's Sibling
  3. A Black Hole
  4. A Barely Bare Bear's Bum
  5. A Large Rabbit
  6. An Egg
  7. A Giant Lens
  8. A Lunar Dockyard
  9. A Skull
  10. The Protrusions Of A Dimensional Entity
  11. A Space Mausoleum
  12. An Eye
  13. An Atropal
  14. A Spell Gone Wrong
  15. A Crystal Ball
  16. A Grub
  17. An Abandoned Ship
  18. The Afterlife
  19. Another Planet
  20. A Space Station

Monday, June 27, 2022

Mirages

 A Mirage is a colloquial term for a creature, thing, or otherwise supernatural phenomenon that has perforated our reality through mortal thought. The term was originally claimed by astronomer and philosopher Gisèle De Roy, who also proposed their original name; Tache d'encre (literally "ink stain").

It is impossible to empirically categorize a Mirage. While their various forms can sometimes be studied and even replicated, the pure chaotic circumstances of their birth mean that they are often in a constant state of change. A Mirage may one day have the arms of a bear, which then suddenly sprouts wings, as a flock of birds begin terrorizing its home at the same time as it. A Mirage, for all intents and purposes, is not alive. Their understanding of the universe is far too alien to us, and most attempts at communication with "intelligent" Mirages often end in violent dismemberment. They are not made of flesh and blood, although many appear to be, yet bleed the same shadowy nonsense they were born from. The Glass House claims that Mirages are shades; shadows of molecules at the slimmest parts of reality, which explains their seemingly infinite configurations.

Are You Afraid Of The Dark?
They begin as will-o-wisps, strange lumps in vacant space or wispy tongues of darkness. It is a sprout, like that from a seed, watered by doubt and misery. A mother scolds her child for staring aimlessly out the window, whose boundless creativity springs projections over the neighbour's fence. As the child stares, his eyes focus on intangible shapes, and the sheep in his mind's eye becomes ever pronounced.

As thought progresses, figures are made. Mindless tangents of floating mist become tendons, then bone, then limbs. Given time and sufficient feed, what is produced is an echo of the creator's chaotic thoughts: a chimera of a thousand related concepts.

Note: Human beings think a lot. Our minds are often constantly bombarded with impromptu words and images, some more than others, which are only then accelerated with time. Think about the last time you had a daydream, or even a regular dream, and consider what you saw. Was the image complex? A solid recording of events that have never occurred? Was there audio or clear video? Were multiple characters talking all at the same time? Consider that you can have dozens of fragmented renditions of that daydream every second. Our imagination is chaos, and that chaos feeds the Mirage.

Mirages, on top of not being alive, technically do not exist. Their existence is tangential; consequently, they form and break apart in wild spittle. As its creator(s) mind wanders, so does the Mirage grow. If its inventor somehow lost all recollection at an early enough stage, or the source of the thought was silenced, the Mirage would slowly starve and whittle away. 

Given time, the Mirage will outgrow its birthplace and break free of its birther's chains. This often results in the violent maiming or murder of the person. A Mirage at this stage no longer relies on its original benefactor for sustenance, and will usually set out for greener pastures.

Art by Hagarg Ryonis

Not all Mirages are beastly in nature. Some are humanoid, while others play mockery with constructs and machines. Many mirages aren't even conscious, as the wandering mind bleeds outward towards concepts and ideas, creating strange events and fueling wives' tales. Many of these tales, ironically, become somewhat accurate as a result.

The Republic has invested over a century's worth of time, men, and wealth into safely handling Mirages and their spawn. With the modern reintroduction of Inquisitors by The Fourth Committee, dozens of specially-trained soldiers and investigators are released yearly from educational camps such as The Farm. These inquisitors are tasked with discovering, preventing, and eliminating Mirages wherever The Republic's influence lies. It is a respected position, if not a feared one.


Common Rumours And Catalysts

  1. Projecting shadows in multiple directions is a sign of otherworldly possession.
  2. Blood in the cold crystallizes, leaving strange geodes in their wake.
  3. Imaginary friends aren't imaginary at all.
  4. Monsters roam the blackness between the ground and the treetops, ever watching and hungry for the exposed.
  5. Light a candle for the death of a calf and kill a calf for the death of a man. Replacement of either path brings illness.
  6. Roll your eyes at an honest man's word, and they will pop out like marbles to flee.
  7. Stagnant bodies of water in the middle of a field aren't reflective, but rather open windows into the sky.
  8. Long hair drapes doubt in the corners of one's vision. Doubt brings spectres.
  9. If you cannot immediately recognize your shape in a glass's reflection, break it.
  10. Soldiers who get lost in the mountains become catalysts for rockslides.
  11. Goat horns are a prized possession, both for alchemy and status, but unethically retrieving these horns will bring their owner's wrath.
  12. The Moon Cries.


Sunday, June 12, 2022

Mix-And-Match Magic Items

Art by Dominik Zdenkovic

 Here's a quick, simple generator to use whenever you need ideas for a weird magic item. I have no clue what it'll make, or what the mechanical effect of the thing will be. Probably something cool.

A) Magic Item Size

  1. Diminutive
  2. Small
  3. Medium
  4. Large
  5. Huge
  6. Gargantuan

B) Magic Item Shape

  1. A sphere
  2. Crystalline formations 
  3. A cube 
  4. Conal or spiral
  5. A hemisphere
  6. A necklace
  7. A ring or bracelet
  8. A pyramid
  9. A box 
  10. A cylinder 
  11. A crescent
  12. A Vehicle 
  13. A cross
  14. An instrument 
  15. A star
  16. A weapon
  17. Wands or staves
  18. A piece of armour
  19. Clothes or robes
  20. A potion

C) Magic Item Property

  1. Hyperactive
  2. Eldritch
  3. Animate
  4. Flaming
  5. Electric
  6. Celestial
  7. Liquid
  8. Acidic
  9. Necrotic
  10. Bloody
  11. Alluring
  12. Omniscient
  13. Oscillating
  14. Macabre
  15. Whimsical
  16. Complex
  17. Melodic
  18. Loutish
  19. Ethereal
  20. Intelligent

D) Magic Item Material

  1. Sand
  2. Clockwork
  3. Marble
  4. String or Fabric
  5. Iron
  6. Wood
  7. Bone
  8. Glass
  9. Gold
  10. Leather
  11. Flesh and Bone
  12. Gemstones
  13. Brick, Mud, Clay, or Stone
  14. Hair or Ivory
  15. Paper
  16. Dirt
  17. Paint or Art Supplies
  18. Porcelain
  19. Cotton 
  20. Ectoplasm