Friday, May 7, 2021

Druid Variety Hour

Rachel Suggs
Here’s some Druids based on this format. In summary: Druids have SD (analogous to MD) which they replenish by completing Rituals. Their SD are more or less reliable depending on how close you are to your Sanctum. They also start with a Relic.

(All the spells below use the minimalist glog/knave spell format.)

Fae Druid 

Sanctum: Fae space. An extra-dimensional space accessible through any doorway, so long as you’ve been there before or are being led there by another fae.

  1. Pixie breeding hollow. They’re always fucking. Poachers may approach you with ludicrous offers.
  2. Forgotten Elven gravesite. Any liquid poured on the headstone turns to wine. If the elves find out you're here, they’ll be pissed.

  3. The Fearsome Teatime. Keep your wits and manners about you. Roll thrice to see who’s at the table today: (1d4) a noble fae; a mundane animal in fancy clothes; an illusory messenger from a faerie court; sentient candy.
  4. A time-displaced tavern. Anachronistic adventurers from past and present gather here.
  5. The door between doors. 1/session open a door to somewhere (1d4) dangerous; you’re not supposed to be; alien; convenient.
  6. Fox den. 

Ritual: Restore SD by

  • Hosting an elaborate tea party.
  • Destroying a clock or other time-keeping device.
  • Eating a shit ton of candy. 

Relic: A beautifully filigreed and painted wooden mask, marking you as an honorary member of faerie society. You can guide mortals through fae space without mutating. 

Spell List

  1. Illusion: You create an illusion of your choice with [dice] sensory properties.
  2. Charm: [dice] creatures treat you like a friend.
  3. Betwixt: Treat two objects as adjacent to each other.
  4. Delicious: Object smells and tastes delicious.
  5. Masquerade: [dice] characters’ appearances and voices become identical to another character’s.
  6. Oops: [dice] creatures trip whenever they run.
  7. Babble: A creature must loudly repeat everything you think. It is otherwise mute.
  8. Sleep: [dice] creatures fall into a very light sleep.
  9. Vision: You fully control what a creature sees.
  10. Menagerie: An inanimate object transforms into a mundane animal of similar size. It has no allegiance to you.
  11. Time Slip: An object disappears, leaping forward in time. It reappears unchanged at the end of the spell duration.
  12. Looking Glass: A mirror becomes a gateway to another mirror you looked into today.

Mike Azevedo

Grim Druid

Sanctum: A respectable graveyard, entrusted to you by the last sentinel. (1d6)

  1. Space-efficient grave archive. Has a registry of everyone who’s died in a six-mile radius over the last few centuries.
  2. Cyclopean tomb. The runes are inscrutable, and the coffins are much too long.
  3. Misty headstone labyrinth. Outsiders get lost immediately and can’t escape without your help.
  4. Ancestral burial ground. 1/session, you can consult with your dead wise-yet-eccentric great-great-grandmother.
  5. (g)Raveyard. There’s undead all over the place, but its, like, totally chill. They all know and like you; some are even quite chatty. They’ll get pissed if you kill undead outside the sanctum (they’ll know).
  6. The Hive Dead. 

Ritual: Restore SD by

  • Naming and honoring an unmarked grave.
  • Burying and honoring a corpse.
  • Petting a cat. 

Relic: A shovel with a vial of holy water tied around the handle. As long as the vial is full, the shovel blade counts as if consecrated. The handle is always cold to the touch. 

Spell List

  1. Pit: A 10ft wide, [sum] + 5 ft deep hole opens up.
  2. Summon Candles: Candles sprout wherever you touch.
  3. Fog Cloud: Dense fog spreads out from you.
  4. Wisplight: A floating light moves as you command.
  5. Phantom Limb: [dice] body parts can’t touch physical objects, only incorporeal ones.
  6. Speak with Dead: A dead body answers [dice] questions. It doesn’t have to tell the truth if it dislikes you.
  7. Bury: [dice] objects (or memories) bury themselves entirely in an area (or creature). If it’s a living thing, it is buried up to the neck.
  8. Phantom Coach: You flag down a ghostly coach. It moves unnaturally fast over land or water.
  9. Ward: Draw a circle on the ground and choose a category (i.e. living, dead, good, evil, metal, bees). Things of that category cannot cross it.
  10. Glaciate: A thick layer of ice spreads across an object or surface.
  11. Fast: [dice] creatures ignore [dice] of their biological needs (food, water, air, etc) and the symptoms of their absence (hunger, thirst, suffocation, etc).
  12. Danse Macabre: Corpses in an area follow peacefully wherever you go. If you die, they go berserk.

A. Shipwright

Gutter Druid

Sanctum: Behind a door, down a back alley, in a cruel, unfeeling cityscape. (1d6)

  1. Secret tea house for the rebellion. Each week, an informant offers (1d4) good news; bad news; useless information; exotic tea.
  2. Celestial speak-easy. An angel is tending the bar. Kind but strict; no blasphemy in the bar.
  3. Stomach of a (tame?) tavern mimic. Disposes of bodies easily and efficiently. Drools a lot.
  4. Entrance to the mythic sewer rave. You know two party rats, but the rest are strangers.
  5. Shrine to Kon-Fabulate, god of cities.
  6. Marijuana garden.

Ritual: Restore SD by

  • Tagging a wall with an obvious and inflammatory symbol/phrase.
  • Shouting “Hey, I’m walkin’ ‘ere!” at some bastard.
  • Dumping a bucket of strangers’ spit in the street.

Relic: A conspicuous piercing that abhors attention; peoples’ eyes skip right over it. You can go anywhere unnoticed so long as you act like you belong and don’t draw attention to yourself. 

Spell List:

  1. Knock: Up to [dice] nearby doors, chests, belt buckles, etc. unlock and fly open.
  2. Grease: Object or surface is covered in slippery, flammable grease.
  3. Filch: [dice] items you see fly into your hands.
  4. Oops: [dice] creatures trip whenever they run.
  5. Babble: A creature must loudly repeat everything you think. It is otherwise mute.
  6. Vermin Sovereign: Rats and other vermin obey you so long as you wear an appropriate crown.
  7. Spider Step: You walk securely on any surface: walls, ceilings, water, etc.
  8. Haste: You are thrice as fast at all tasks.
  9. Scry: You can see through the eyes of a creature you touched earlier today.
  10. Like a Shadow: You can’t be perceived by up to [dice] senses.
  11. Mob: Creatures in an area despise an object, symbol, or signifier of your choice. They act rationally, but are likely to join in if someone starts a riot.
  12. Strike: Creatures in an area abandon their obligations until a demand of your choice is met.

geng kun

Some design takeaways: The format works! These were fun and easy to write, so well done to owlbearchickenhawk. Sanctum perks and relics may be a bit redundant, but that’s on me for adding the former instead of opting to merge the two conceptually. I still feel like the chassis has room to improve. Still, great stuff.

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