Archive | December 10, 2022

INTO THE MYSTS

So after that TPK I mentioned a few posts ago, I switched my game over to Into the Odd.

We’re still using Mysthead 4 and going for a sword & sorcery vibe. I’ve added things like Cairn’s spell list and Weird North’s corruption into the mix. I’ve put links to all these games below. I also really like the idea of archetypes from Weird North and have made bespoke archetypes for my players. I’m not sure if this will be at odds with the initial semi-disposable nature of ItO characters as presented in the book*. It’ll be an interesting experiment.

Here are the archetypes and their abilities if you want to use them in your own game. Yes, some of them riff off the archetypes in the Weird North book. Also as you can see I use some other house rules like a refresh die and letting players burn a stat to get a bonus or recover an ability:

TRIBAL BEAST SINGER (AKA the Bard/Ranger)

GEAR: D8 hand weapon or a D6 missile weapon and D6 hand weapon, 2 random spell flutes, tribal clothes (armor 1), small net (can hold 1 medium sized or smaller creature), rope, Pack (3 days food, bedroll, torch)

ABILITIES (pick two, gain another when you trigger prestige)

  • Wind Carver: spend a week carving a flute to gain a random spell
  • Endless Tune: your spell tunes refresh on a 6. Take again to lower by one point. Other refresh rules apply.
  • Naturalist: spend an hour listening to nature to learn a truth
  • Nimble: advantage on DEX saves
  • Animal Companion: an animal like a hound, hawk, snake etc. accompanies you. You can communicate with it.
  • Friends in Small Places: pick a small type of creature (mice, rats, songbirds, spiders) – you can command them to perform simple tasks for you
  • Keen-Ears: never surprised
  • Tracker: can track a single quarry across any terrain
  • Pathfinder: pick a point on land, you will always know which path to take to reach that place

PRESTIGE: recover a treasure …. And ??? (everyone has two: recover a treasure is the same for all… but the other one is more bespoke and I don’t remember what we decided here. Tame an animal?)

Refresh: roll a D6, on a 6 you regain the ability. Refreshes automatically after a night’s rest. Can be refreshed after a short rest in lieu of HP.

***

THE CULTIST’S CHILD (AKA What if Tieflings were less sexy and more like something from John Carpenter’s The Thing?)

GEAR: 2 daggers (D6) 2 spells (random) Leather armor (1) Grappling hook 1 random item Pack (3 days food, bedroll, torch)

ABILITIES (pick two)

  • Grow a random boil for a random spell effect (refresh 6 or spend D6 DEX to auto refresh)
  • Third eye: can see spirits and invisible creatures (usually closed and unseen)
  • Vomit blast (D6 blast, refresh 6)
  • Scales (+1 armor)
  • Poison Immunity (ingested)
  • Toxic Immunity (environmental)
  • Rubber joints – can slip out of bonds and squeeze through narrow spaces
  • Iron mind: makes will saves with advantage
  • Quick Recovery – reduce refresh by 1
  • Physical modification (gills, wings, hooves, tail)

PRESTIGE: recover a treasure, defeat a planar being

Refresh: roll a D6, on a 6 you regain the ability. Refreshes automatically after a night’s rest. Can be refreshed after a short rest in lieu of HP.

***

The Botanist (AKA the Botanist)

GEAR: D6 Weapon, 2 random potions, Armor 1, Sample Pack, Tea set: (Kettle, Mortar/Pestle), Pack (3 days food, bedroll, torch)

BASE ABILITY: Brew tea (spend an hour to collect and brew a healing tea that heals 2D6 single stat damage from one person, or 2 points single stat damage from multiple [max. 6])

Bonus abilities: (pick one now, get another when you trigger prestige)

  • Naturalist: can craft potions and objects of minor power from salvaged monster parts.
  • Plant speech: sit for an hour in silence communing with nature to learn a truth
  • Call plants: you can command plants to grow faster (refresh 6)
  • Survivalist: Can always find the safest path forward while on land.
  • Forager: can always find an herb or ID a plant.
  • Soothing Balm: can heal D6HP from self or another if you are not moving or attacking

PRESTIGE: Recover a treasure, make a discovery

***

Right now they’re stuck between menaces along with a researcher and a hapless mercenary. You can see them all up there in the picture at the top of this post. Deviltoads one way, magic portal to an alien hive the other.

Maybe they’ll escape…

* When I played Electric Bastionland part of the fun was that random character matrix of failed careers you could be. So if your character died the loss was blunted by getting the chance to play some other weirdo. The way I’m running things the characters are still as squishy as EB characters, but it took two days to come up with their bespoke archetype abilities. I suspect this will likely bite me in the butt eventually.

LINKS:

Into the Odd and Electric Bastionland

Weird North

Cairn

Mysthead

Orlando Furioso, Canto XL

I humbly beg your apologies. Last post I said that Orlando was the captain of the fleet, but I was wrong. It’s actually Dudone the Dane who is the captain. Mea culpa. I will find myself a suitable rock with which to pound my chest.

We start with a big sea battle that goes badly for the Saracens. Dudone employs Greek fire and soon Agramante’s fleet is ablaze. Agramante escapes, but the illustration paints a grim picture. 

Back in Africa, we find Orlando, Astolfo, and the gang getting ready to attack Biserta. There are prayers. In the city the whole Muslim population turns out to pray for protection. This is all a call back to when Rodomonte attacked Paris back in canto whatever (it was Canto XVI). 

Battle ensues. It’s grisly as we have come to accept from previous instances. Brandimart climbs a ladder but it breaks before his men can follow him, so he gets stranded in the city. Honestly, Brandimart seems a shit knight. Ariosto keeps saying he is one of the best, an equal almost to Orlando, but whenever we read about him he’s getting kicked in the nuts by events. The Patroclus vibes are strong with him.

Despite being stuck in the city Brandimart hacks and hews his way through the inhabitants. Again shades of Rodomonte here inside the walls of Paris, but, unlike the savage Rodomonte, Brandimart doesn’t slay his own troops and rush off before his comrades can reach him. When they do reach him, the battle’s won and it’s off to killing, looting, raping, and pillaging which Ariosto mentions. 

So well done, fellows. True paladins of the faith. 

From there it’s back to Agramante on a boat – or is it back to Dudone (Dude-One?) on a boat – or is it back to Ruggiero who has set off to find Agramante and ask him if he really and truly broke his oath about the duel fought back a few cantos ago? Anyway, it’s one of those things. Agramante encounters Gradasso on an island and they propose sending a messenger to Orlando saying let’s you and your crew fight me and my crew. Orlando accepts but lacks the weapons to do so with honor (Gradasso has his sword right now). Despite this he equips himself as well as he can and sets out with Oliver and Brandimarte. Meanwhile Ruggiero encounters the burnt ships of Agramante’s fleet and sets off along the coast only to encounter Dudone. Dudone attacks him. He fights with an iron club. But the club has no name. That’s all left unresolved when the canto ends.

Next time I don’t know what will happen, but I assume someone will get punched. Or we’ll be thrown to some other place and hear the names of another thousand characters. Until then! 

CANTO SCORE CARD

Knights: King Agramante, Dude-one the Dane, Orlando, Astolfo, Sansonetto, King Branzardo (ruler of Biserta), Prester John, Oliver, Brandimarte, King Bucifar (ruler of Algaziers), Sobrino (Agramante’s councillor), Ruggiero  

Horses: Brigliadoro (Orlando’s horse with King Agramante), Baiardo (someone’s horse Astolfo’s? Rinaldo’s? currently with Gradasso)

Swords: Durindana (Orlando’s sword with Gradasso), Balisard (Ruggiero’s sword)