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to delve repeatedly it might take more than 1 trip require some hirelings guards cooks this is probably worth a few rules of its own actually 6 more opportunities for roleplaying we don t normally have a good yardstick for how happy is my character today but if a player wants to have an idea for how chipper they are feeling that day they could use the current spirit as a benchmark also all that diagetic stuff up above gives the dm more opportunities to world build if the party wants to go see a play in order to be entertained the specifics the party can get different amounts of spirit from different things safety up to 3 spirit 0 for a tent 1 for a tree house 3 in a castle that you own entertainment up to 2 1 if you have your own bard visit a brothel go to church etc 2 if the whole party does something new together for the first time e g go see a play food up to 2 spirit good meal amazing meal companionship up to 2 spirit if you hang out with 1 or 2 friends you get 1 spirit more 2 spirit cleanliness you get 1 spirit if you ve taken a bath since your last dungeoncrawl friends are npcs that you hang out with because they re cool and you like them on a personal level not because they pay you give you quests or cure your curses you get spirit after you eat a healthy dinner and get a good night s sleep if you are attacked at night and someone is hurt you get no spirit gaining spirit overlaps does not stack with previous spirit if you gain 5 spirit in town spend 2 spirit on the way to the dungeon and then go to sleep outside the dungeon where you gain 4 spirit you will enter the dungeon with 4 spirit optional rules ghosts and other undead shit can t hurt your hp but they can lower your spirit which is really just attacking a different hp pool yes this is analogous to ghosts removing healing surges if a fighter gets double 3s on their spirit roll they heal for an additional 3 this can t trigger more than once per turn you can probably do some fun interactions here with drugs like giving everyone high spirit but with huge downsides e g everyone fails all initiative checks final notes 1 it s easier to gain spirit in town than it is in the wilderness because of this a party will usually be more chipper on the first day of dungeoncrawling than on subsequent days i like this it makes dungeoncrawling feel a bit more naturalistic and gives parties a good reason to go back to town 2 this caps out at 10 spirit for an average of 25 hp or 40 hp if it is only used by fighters and only two spirit at a time this is actually a lot of hp 10 hp of healing is generally better than an additional 10 hp spread across the whole party s maximum hp because targeted healing is more useful like if your 4 person party had to choose between everyone getting 1 hp or being able to prevent 4 hp of incoming damage the second choice tends to be much stronger since it can be applied exactly where it is needed if and when you implement spirit in your own system you should tweak it as needed consider 1 if there are alternate sources of easy clerical healing or if spirit is a replacement 2 how spikey the incoming damage is or if it tends to be spread across everyone equally 3 how the size of the spirit pool compares the base class hp you might also want to consider scaling the size of the spirit die for high level characters i play glog so all the characters cap out at level 4 with 10 20 hp but it you are playing higher level games with higher character hp your players might eventually need more healing than just a few dinky d4s posted by arnold k at 2 11 pm no comments email this blogthis share to x share to facebook share to pinterest labels clerics glog system thursday december 25 2025 secret santicorn 2025 two forges the forge of yakul yakul was obliterated and his temples were sunk memories of the dead god were struck from the souls of men a heavy punishment was levied on yakul for he strove mightily against the authority in the early days of the first temple yakul is merely a curiosity nowadays and a testament to the strength of the authority even today the obliterations still hold their force learn a prayer of yakul and it will vanish from your mind by morning you can walk among the ruins and learn the history of the place but knowledge of yakul is evanescent it flees before the dawn the only way to remember anything about yakul is to write it down and so the ruins have become a shrine to memory of sorts people now go there and pray to yakul in order to remember others make offerings to forget some of those who are struck by diseases of memory go there to be healed and others go there to study them the unspoken rule is that everything must be written down because among the ruins of yakul new memories are forever vanishing while written words persist the forge of yakul was discovered intact 180 years ago the authority destroyed the temple and obliterated its priests but the forges were hidden in a mountain and so survived but the same compunctions of that obliteration weaken the mind but also reinforce the written language and so it is that the forge of yakul can now forge weapons into books you ll need a weapon a book and a skilled blacksmith who does not possess perfect mental health each blacksmith can only use the forge of yakul only once when you successfully forge the weapon into the book roll a d4 if it doesn t make sense go up to the next number that does make sense if that makes no sense pick 1 the book describes what the sword is best suited to doing outside of combat 2 the book describes how the sword deals damage 3 the book describes who would be best able to use this magic sword 4 the book describes the conditions that empower the sword 5 the book describes what the magic sword s goals are in the world give it a random magic power how to use this in your game your players have probably been finding libraries full of cool books since level 1 this forge gives them a place that they can finally use those books if you want you can limit this to spellbooks only goblin slop forge why do you want a good thing good things are hard to make it s much better to have a lot of things quickly come to the goblin slop forge we ve used our sniffentific methods to ingest lots of data so that we can quickly make whatever you want it s great we ve completely replaced all blacksmiths everywhere sorry blacksmiths you no longer need to be good at making something to make it which is great because we re all shitty blacksmiths and we can make swords ten times faster than regular blacksmiths that s because we know how the slop forge works the slop forge is super magical no one knows how it works we made the thing and not even we know how it works sometimes we think that it s becoming self aware and might want to kill us but that s okay we can make so many magic swords so quickly we can make a sword faster than you can shit your pants 1 11 here s how it works 1 you give us a magic sword it doesn t have to be a sword 2 the goblin slop forge will ingest it i know what it looks like but seriously don t judge us 3 using modern sniffientific techmogolies the slop forge will hallucinate 1d4 1 copies of the magic sword you gave us through a process called diffusion because of how wet and loud it is 4 you give us the tokens i e money and we ll give you the magic swords guaranteed to be artifact free if we smash more magic swords in there we can probably get more than the usual 1d4 1 that we normally get but you ll need to sign a waiver a sword guaranteed faster than you can shit your pants or the sword is free sometimes a waiver is kinda like a pig that only goblins can make sometimes the forge blows up when we put a lot of swords in there so we just kinda want to get your signature before you die i dunno the boss is making a collection or something lol no disclaimer magic swords generated through diffusion have a 2 in 6 chance of breaking whenever they are used if more than 1d4 1 magic swords are made at a time the breakage chance will be higher magic swords made through diffusion also probably cause cancer or something we re not sure and we re not keeping the swords here long enough to find out take the swords with you when you leave do not leave the new diffusion swords behind they scare us secret santicorn 2025 this post is a gift for ethaniel in a field of snow who asked for a couple of special forges for creating thematic magic items posted by arnold k at 9 34 pm 3 comments email this blogthis share to x share to facebook share to pinterest labels santicorn wednesday december 24 2025 glogmas 2025 the genius legionis everything is alive mountains winds the earth itself even cities can dream but city is an arbitrary concept isn t it there is no clear boundary nor any clear membership criteria this is irrelevant everything is alive everything strives every collection of anything that has any sort of a shared identity sentience comes from identity not structure and identity is not something that brute material can dictate we decide what is a human except a collection of singular cells that dreamed themselves unified when the legion was founded the genius legionis came into existence it is the metaphysical consequence of thousands of men uniting their wills under one banner although it is equally true to say that the unitary will of the legion is the consequence of the genius legionis the genius legionis doesn t have an intellect the way that you and i do it is pure will it doesn t communicate with words but with instinct and gut feelings it doesn t want anything except the shared goals of the group that it champions it is strengthened by recognition honor success and sacrifices but the legion has passed from memory with their passing the genius legionis has also dissipated but its home remains a bronze eagle atop a tall standard the genius legionis wasn t made up of bronze but it resided there and now that the standard has been picked up again by new hands a new spirit stirs behind the bronze eyes playing as the genius legionis this is a character class one of the players at the table can play as the genius legionis as a pc the genius legionis is a little unusual they don t have a body except the bodies of the rest of the party they don t have a voice except the voice of the party they cannot die unless the party dies around the table this might be a little bit awkward but i think it might suite some players who like a more background role i would also recommend that the player who plays the genius legionis be given a hireling that they can roleplay as a standard bearer who can also be a porter torchbearer etc the genius legionis class the genius legionis can help solve puzzles by putting ideas in the heads of party characters they can t speak directly but other characters can speak for them and like anyone else they get one action every round in combat this action is usually performed via the body of a willing player character although some of them are performed through the body of their opponents starting at level 2 a genius legionis gets access to stunts most stunts are useful in combat and can only be used when certain conditions are met each stunt can only be used once per combat template bonus everyone in the party gets 1 initiative for every genius legionis template you have a inspire killing instinct b shrine 2 random stunts c trophies 2 random stunts d battle flow 2 stunts of your choice inspire you can t speak but you can deliver ideas into the brains of anyone else in the party at any time killing instinct as a standard action pick a party member who hasn t dealt any damage to anyone this turn they get a free melee attack you roll it shrine the party can set up the battle standard and make an offering to it which can be literally anything as long as it is delivered reverentially the site becomes a shrine within the shrine party members are automatically alerted via spidey sense if any enemy enters the site can be a campsite in a wilderness or a small fort as long as it is fully owned by the party trophies in an hour long ceremony that requires a bard and a lot of mead the party retells the story of how they killed a powerful enemy you gotta roleplay this at least a little then a trophy of that enemy is affixed to the battle standard against a similar foe once per combat as a free action you can grant an automatic success after someone fails their save or turn a critical miss into a critical hit you can affix a maximum of 3 trophies to yourself battle flow as a standard action pick an enemy or a group of similar enemies then pick a party member the enemies will all attack the chosen party member they get an int save if this would expose them to immediate obvious hazards they get another int save if they are human intelligence or smarter alternatively you can use this ability to make enemies avoid attacking a specific party member stunts d10 1 don t you die on me useable only when a party member is dying for the rest of the turn all attempts to stabilize the dying party member get 2 all attacks against the enemy that last dealt damage to the dying party member get 4 to hit 2 special delivery one party member can cast a spell into a melee weapon held by another character the weapon glows gets 4 to damage and to hit and delivers the spell on the next hit if the weapon isn t discharged in one round the spell dissipates if the weapon misses you can use your standard action to give them an extra roll as per the killing instinct ability 3 overconfidence this ability is only useable after at least 3 attacks have missed this turn as a standard action an enemy becomes overconfident and missteps they get 4 defense for the next round useable 1 combat 4 the cavalry is here if one party member is separated from the party and they are about to die i e in combat and within 1 hit of death drowning in a pool etc you can roll a d6 on a 4 or higher the party can arrive on the scene as long as it is feasible within the fiction 5 gank an enemy takes 2d6 damage useable only when three different party members have dealt melee damage to them in a single turn 6 suddenly a rat at the end of a turn where an enemy moves somewhere new a random rat appears and attacks the enemy the enemy steps on a rat nest or something similar if rats don t exist in this location a creature of similar menace appears instead 7 irresistible monologue a villain capable of monologuing spends a round monologuing giving the party extra time to move prep or heal you can use this ability at the start of combat before any hostilities have broken out or when the enemy seems certain to win the monologue ends as soon as anyone takes an action that is overtly hostile e g the enemy has a readied action to cast power word kill as soon as you raise your bow they re not monologuing with their eyes closed only works on enemies that can talk 8 last stand a character at 1 hp takes a full turn of actions chosen by you and wi...
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