The priests of the dying goddess scour the frozen plains and it’s forgotten places for an answer.
The moon has many faces. She is the gleam of light in darkness, the hope when all is lost. She is the watcher of those that sleep, defender of those that dream. But she is dying, and her stranglehold over the night is her last desperate attempt to hold on, for if she falls below the horizon as things are, she may never rise again. The Moon’s priests are an old tradition, schismed and fractured into obscurity. Now forced into the darkness to hunt for answers in the last light of their dying goddess.
Cleric - Moon Domain
1st |
Domain Spells, Waxing Cresent, Waning Cresent |
2nd |
Channel Divinity: Full Moon |
6th |
Channel Divinity: New Moon |
8th |
Waxing Gibbous |
17th |
Waning Gibbous |
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
1st |
Sleep, disguise self |
3rd |
Crown of Madness, Darkness |
5th |
Hypnotic Pattern, Blink |
7th |
Polymorph, Greater Invisibility |
9th |
Dream, Dawn |
Waxing Cresent
You learn the Dancing Lights cantrip, which doesn’t count against the number of cleric cantrips you know. Enemies within the radius of their dim light gain disadvantage on saving throws against charmed effects and can you can cast it as a bonus action.
Waning Cresent
You have darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
You gain advantage on insight and perception checks to see through disguises both magical and mundane or to ascertain the true form of a shapeshifter.
Channel Divinity - Full Moon
As an action, bright light shines from you in a 60ft radius, no creatures or objects can benefit from being invisible in this light. Enemies within the light must make a Wisdom saving throw or become charmed, you and your allies have advantage on any attacks against charmed creatures within this light. This effect lasts 1 minute.
Channel Divinity - New Moon
As an action, you create a sphere of magical darkness in a 60ft radius, you and your allies gain Truesight within the sphere.
Waxing Gibbous
In bright light when you make an attack with advantage roll three dice and pick the highest.
New Moon
You are invisible in total darkness, and attacks against you in dim light gain disadvantage.
When you die your body does not decay until the next time the moon reaches the phase in which you died. Your body is treated as if under the effects of an un-dispellable Gentle Repose for approximately 1 month.
June 17, 2023
The rivers will run backwards before a man born free will be contented with confinement.
Mankind and elves found peace here long ago. They walked the plains and the forests and the mountains under wide open sky. Now they fight not just the creatures of the endless night, but those who stole their land, their home.
Fighter - Brave
3rd |
Counting Coup |
7th |
To Touch an Enemy Without Killing Him |
10th |
To Take a Warrior’s Weapon |
15th |
To Steal an Enemy’s Horse |
18th |
To Lead a Warparty |
Counting Coup
You gain a Coup die (a d6), the coup die starts at 1 and increases whenever:
- You touch an enemy or hit them with a melee attack.
- You succeed a save that another creature made you roll.
- A creature fails a save that you made it roll.
The Coup die decreases by 1 when:
- You are hit with an attack.
- You fail a save another creature imposed on you.
- You become grappled, restrained or knocked prone.
When you become unconscious or leave combat your Coup die resets to 1.
When your Coup die is at six, you add an extra d6 to all weapon damage, and as a bonus action you may make an unarmed strike that deals no damage, the target must make a constitution saving throw or become frightened.
Your Save DC for any of your Brave abilities is 8 + Proficiency Bonus + Wisdom Modifier
Coup Stick
As your triumphs mount you keep a tally of your exploits on a stick, weapon, armour or your skin itself. You may choose two marks from the list below, When you reach certain levels in this class, you gain additional marks.
Marks
- Gnoll’s Hide - You may increase your Coup die by 1 whenever an attack fails to beat your AC, while your Coup die is 6 or higher you gain 1d6 temporary hit points at the start of each of your turns.
- Rabbit’s Foot - You may increase your Coup die by 1 whenever you miss an attack, while your Coup die is 6 or higher, your weapon attacks score a critical hit on a roll of 19 or 20. Once per long rest you may reroll one ability check.
- Eagle’s Feather - You may increase your Coup die by 1 whenever you hit an enemy with a ranged attack. While your Coup die is at is 6 or higher you may decrease your Coup die by 1 and use your bonus action to pin down enemies in a 15 ft. radius from a point within your weapons normal range, they must choose to either choose to use their reaction to move their full movement away from you and gain disadvantage on their next roll, or stand their ground and each take a single weapon attack. You have advantage on perception checks made from an elevated position.
- Bear’s Claw - You may increase your Coup die by 1 whenever you succeed in a grapple or a shove. While your Coup die is 6 or higher, when any creature grappled by you or prone and within 5ft starts their turn, you may make a single attack against them as a free action. You may grapple creatures two sizes larger than you but suffer disadvantage when you do. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Wyvern’s Tail - Your unarmed strike deals 1d6 + Strength or Dexterity modifier damage. While your Coup die is 6 or higher, your unarmed strikes increase to 1d8 + modifier and when you hit with your bonus action unarmed strike, the target must make a constitution saving throw or become frightened and poisoned. You gain proficiency with poisoner’s kits and advantage on any rolls to detect or identify poisons.
- Beholder’s Eye (7th Level or Higher) - While your Coup die is 6 or higher, you have advantage on ranged weapon attacks within half your normal range and while your Coup die is 6 or Higher, when you miss a ranged weapon attack you decrease your Coup die by 1. You gain Darkvision out to 120 ft. and can see through magical darkness as if it were dim light.
- Displacer Beast’s Heart (7th Level or Higher) - You may increase your Coup die by 1 whenever you leave an enemy’s threatened radius without provoking an Attack of Opportunity or an enemy misses an attack of opportunity against you. While your Coup die is 6 or higher you may decrease your Coup die by 1 and use your bonus action to teleport 30ft to an unoccupied space that you can see. You gain access to the minor illusion cantrip.
- Devil’s Dollar (7th Level or Higher) - Your Coup die does not reset to 1 when you become unconscious. You may increase your Coup die by 1 when you make death saving throw. You may add your current Coup die value to your death saving throws. When you die your body immediately turns to ash, all spells attempting to revive, reanimate or resurrect you automatically fail.
- Moon’s Flesh (7th Level or Higher) - You may increase your Coup die by 1 whenever you take damage from a spell or fail a save from a magical effect instead of decreasing it by 1, while your Coup die is 6 or higher you have advantage on saves against magic and resistance to damage from magical sources. Choose between Fey, Devil, Celestial or Aberration, your talisman grows hot when creatures of your chosen type are near.
- Dragon’s Scale (10th Level or Higher) - Choose between Fire, Acid, Lightning, Poison or Cold. While your Coup die is 6 or higher you gain resistance to that damage type and your weapon attacks deal an additional 1D6 damage of that type. You learn Draconic if you did not already know it and speak with an uncanny fluency that gives you advantage on persuasion and deception rolls when negotiating with dragons.
- Mimic’s Lock (10th Level or Higher) - Once per short rest, when your Coup die is 6 or higher, you may use a bonus action to throw the mimic lock at a target within 30 ft, the lock shapeshifts in to a pair of semi-sentient manacles, the target must make a Dexterity saving throw or they will become restrained. The creature may take an action to make a DC20 Dexterity or Strength check to escape them, or if they are proficient with theives’ tools can pick the lock with a DC15 dexterity check. You may use the lock on any closed door, window, gate, chest or other entryway to transform it into a mimic, you may designate up to four creatures other than yourself as friendly that may open the lock, any other creatures that try will have a loud angry mimic to contend with.
- Cockatrice’s Beak (15th Level or Higher) - When your Coup die is 6 or higher, Once per long rest, when your Coup die is at 6 or higher, and you hit with an unarmed attack, the target must make a Constitution saving throw If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.
- Liar’s Dice (15th Level or Higher) - When your Coup die is at 6 and you would increase it, you gain a second D6 to track it on, your current Coup value cannot exceed 12. When your Coup dice reach 12 roll 2D6, this becomes your new Coup dice total, additionally if you roll a 2 you are reduced to 0 hit points, if you roll a 12 you may take an additional turn after this one.
To Touch an Enemy Without Killing Him
When you would make a bonus action unarmed strike on a creature that is already frightened, and below half health, they must instead save or become unconscious.
To Take a Warrior’s Weapon
When you would make a bonus action unarmed strike on a creature that is already frightened, you also make a contested athletics check, if you succeed they are disarmed.
To Steal an Enemy’s Horse
Once per long rest you may cast the Find Steed spell, but the creature you summon is of their normal type not fey, celestial or fiend.
To Lead a Warparty
When rolling initiative you and your allies nominate one person to use highest score you rolled between you, at the end of that character’s turn, they chose who will use the next friendly initiative roll and so on until the end of the first round.
June 17, 2023
The Black Tower
A Territory for Necromunda Campaigns
Rising like a spire of its own from the depths of the Glasshouse, a black tower casting shadows over the rest of the dome, the Psyker Containment Wing, this monolith mirroring the Palanite Fortress-Panopticon in the west. It crawls with servitors, even the Palanite disdain this place and the blank or psyker patrolmen who tend it. Inside the eerie hum of containment frames punctuated by the occasional gibbering of witches accompanies grubby off white hallways. In the cells lie the psykers of the Glasshouse, in their sensory deprivation restraints, hooked up to feeds of contrapsychic drugs.
Boon
Special: Whilst it controls this Territory, the gang may pay an additional 30 credits when adding a new Leader, Champion or Prospect to give them the Unsanctioned Psyker special rules and one Wyrd Power of your choice from the below table. Or, a Leader, Champion or Prospect may take an advance at the cost of 7xp to give them the Unsanctioned Psyker special rules and one Wyrd Power of your choice from the below table.
Enhanced Boon (Enforcers)
Special: Psykers you acquire this way gain the Sanctioned Psyker rule instead of the Unsanctioned Psyker Rule.
Wyrd Powers
- Quickening (Basic) - While Maintained, Choose a this fighter or a fighter within 3”, increase the fighter’s Movement by 3″ and their WS, BS, and Initiative by 1. (Maximum 2+)
- Dark Shield (Simple) - For the rest of this round, this fighter and all friendly fighters within 3″ add 1 to their save rolls.
- Terrify (Double) - An enemy within 18″ must make a Nerve test at -3 or become Broken.
- Assail (Basic) - Immediately make a ranged attack against an enemy within 12″ and LoS. If hit, the enemy is Pinned and moves d3″ in any direction. If pushed into terrain, target suffers a Strength 3 Damage 1 hit. If pushed into another Standing fighter, both the target and the other fighter suffer Strength 3 Damage 1 hits and become Pinned.
- Scouring (Basic) - Immediately make a ranged attack with a Strength 2 Damage 1 AP-2 Blaze Template weapon.
- Psychic Assault (Basic) - An enemy within 18″ becomes Pinned and takes a Willpower test. On failure, the target loses a Wound.
October 20, 2021
Necromunda
Glasshouse
RPG Care Package v1.1
Todo
Are you feeling burnt out? Want a change of pace? Looking for inspiration to run a game? I’ve got you covered. Below are a few games that have caught my eye recently that you might want to look at.
This list is a resource I’ve made for my game groups. All of it is highly opinionated and I don’t take any criticism, so there.
Games & Systems
An OSR flavoured Scifi horror with an intuitive d% system, emphasis on quick prep time and using random tables. It really excels in dreadful circumstances, like you have 2 hours of oxygen left and the rescue ship won’t be here for 6. Like you know there’s something behind you but you refuse to turn around. I really like the way it handles stress and just how nicely things fit together. It fits very comfortably in the chunky 80s scifi vibe with a cast of Teamsters, Scientists, Marines & Androids as playable characters.
It also has some additional rules complexity for building ships and ship to ship combat which is nice but not super nessecary unless you’re aiming to run that kind of game.
Beautiful grimpunk feudal wailing simulator. Mork borg is a rules light OSR style game that couches itself in old school dungeon exploration and random tables. There’s loads of great community content for this too (some of it even by yours truly). It particularly excels in just getting people playing really really fast. Roll for your attributes, roll for your class, roll for your starting items, cool now you have a finished character. It’s high lethality, people can die in two rolls so watch out and make sure you’re clear about it up front.
The big draws are the aesthetic and setting, but also it has a really neat system called the miseries, which are basically a chance at the start of the session for there to be an omen of the apocalypse, and after hit 6 of them, the apocalyse begins. Oh. And you’re supposed to set your book on fire.
Mörk Borg is dripping in rich black thick horrid sludge and its very fucking cool.
Troika is based in the pre-dnd world of old school games leaning particularly in the science fantasy vibe, you board golden barges where astrogators map your way through the burning spheres, it doesn’t care if it seems campy or kitsch it just wants you to have a fun time exploring strange worlds and solving strange problems. Every single bit of troika I read is wonderful and makes me long to snuggle into this strange world and poke and prod at it.
Stylistically it’s all over the map from strange ancient mages who have perfect origami skin covering the desiccated and worn flesh, to just a guy who’s really good at fighting in tunnels and his buddy who’s really good at carrying stuff.
It’s also just a gorgeous print book.
Not doing troika module suggestions yet because I haven’t ready any more than the one in the book, which is great btw would recommend.
Things that are not games: Supplements, Zines, etc.
If knowledge is power then libraries are great batteries of significance, the combined weight of which means that in the interdimensional space between every library in the multiverse is a meta-library, or a hyper library… or a meta-hyper-library.
The stygian library is a wonderfully designed dungeon crawl that says “if you need to know something, and it could have been conceivably written in a book ever, then you can find it somewhere in the stygian library”. Its filled with wonderful strange things, map galleries, tea rooms, planetariums, calculation engines, not to mention the lantern bearerers, oragami golems, ink elementals and most dreaded of all archivist liches.
Honestly this is kind of my ideal setting if I can ever convice my group to play a magical school game. I know the idea of a megadungeon is very old school rpg but honestly I think you can fit this into narrative style games too, its just a wonderful engine that makes exploring fun without being a chore.
It uses a really nice set of random tables and incremental rolls to describe your journey into the library, you can keep a map together with your players, but the best thing is just like them you don’t know what they’ll find next.
N.B. There’s also a nother game by the same author called The Gardens of Ynn which operates similarly for exploring an endless garden.
Mothership Supplements
As above, but this time a speed round of the pregen campaigns and settings. These are really good btw strong reccomends all round.
- The Haunting of Ypsilon 14 (see original mothership link)
- 2 pages with 3 audio files to use as props.
- Spooky murder mystery on a mining asteroid
- Gradient Descent
- Big setting book for 12 story 200+ room dungeon
- can be run both as a crawl or one shots etc.
- The big hook is “The Bends” , the slow creeping feeling that you might actually be an android copy and not a human.
- Great source of random tables for encounters and strange artifacts.
- Pound of Flesh
- Another big setting book but this time for a vibrant space station in the outer rim run by criminals
- Can be used either as a setting for short run or one shot or a base of operations for a longer running game.
- Big draw is the three main stories with vibes like:
- Metalophagy body horror
- Union strikes
- Debtor’s prison rebellion
- Dead Planet
- Another big setting book, but also with a one page adventure on a derelict ship
- This one moves more towards the spooky side of scifi horror with some supernatural elements
- Definitely grimmer in tone.
- Big Draws
- Ritual cannibal wreckers trapped on a moon who catch ships getting caught in the planet’s gravity well.
- A strange dead planet full of nightmares both living and otherwise.
- Oh also it has an “eerie sculpture generator” so that’s great
Lightning Round, Or Things I Haven’t Read
- Dialect: A game about language and how it dies
- It looks solid for a one shot. Players tell a story and construct a language together.
- Alien RPG
- Matt is kind of excited to run this and I’ve binge watched two actual play podcasts of it from LRR, it looks super cool.
- AGON
- This is literally at the top of my to read list for games.
- You play epic heroes in ancient times partaking in contests of arts and oration, blood and valour craft and reason, resolve and spirit.
- Seems really solid for minimal prep.
- Has a built in campaign that felt reminiscent of night witches duty stations.
- Also some additional content for using the same rules for a cool 80s cold war paranormal agency thing called Chamber
- And rules for playing scifi fighter pilots in a setting a bit reminiscent of battlestar galactica called storm furies
- It’s also by john harper of blades in the dark + lasers & feelings which is great.
- Glitch
- A game by jenna katerin moran who likes to make interesting games that try to angle you towards playing out recreational philosophy and metaphysics.
- It seems quaint and kind and about people who have seen or been part of terrible wrongs who want to fix things or at least ruminate on them.
- Sleep away
- an interesting diceless game where you play camp councilours at a sleep away camp stalked by a strange monster.
- a very interesting peice of design, im really interested to see how it works.
- Wanderhome
- God its fucking adorable
- Okay so its a “pastoral fantasy rpg about traveling animal-folk, the world they inhabit and the way the seasons change.
- It has big studio ghibli energy and i think it would just be a fuckign swell time
- Mausritter
- Look please don’t call me a furry I was going to include mouseguard too but i didn’t want you to think.. look lets just talk about the game.
- Very much in the vein of mice and mystics, mouse guard and redwall
- A fun rules lite osr game for going on little fantasy mouse adventures!
Lightning Round 2, Or Honorable Mentions, Or Games That I Love but Cannot Justify
- Eclipse Phase 2e
- Eclipse phase is the one that got away, I love this setting with all my heart but I can’t every justify how rules heavy it is in 90% of circumstances.
- Its so absolutely wonderful and has such fantastic narratives and is perfect for murderbot vibes or weird tactical corporate espionage bullshit
- I have like 7 eclipse phase characters sometimes i just make them for fun.
- One day I will actually get to be a player in an eclipse phase day and I will immediately on the spot die happy.
- If you want to run eclipse phase its probably better to just play a much more rules light game and hack it.
- Lancer
- Similar to eclipse phase but its my current obsession, not anywhere near as rules heavy but choosing your mech’s load out every mission is a lot of overhead for most people.
- About as rules heavy as dnd but with easier character creation imo
- It actually has an outstanding web app that makes running the game wayyy easier
- Has absolutely amazing art from the creator of kill six billion demons
- Has a really cool setting called the long rim that I’m absolutely in love with too
- And there’s a longer narrative campaign called “no room for a wallflower” that the first part of came out recently.
April 19, 2021