Showing posts with label knights. Show all posts
Showing posts with label knights. Show all posts

Friday, November 25, 2022

Reviewvember '22 - Sword and Stone

    I ran a one-shot of deus ex parabola's Arthurian system for my Reviewvember '22 contribution. This is more of a rambling review instead of a session report.

Karin Villette
 
    My session involved two knights on the path to glory. One named Deku Saiyan Uzumaki, the other named X0∞甲. Oh the joys players bring to the table.

    I immediately ran into a problem. What dire quest would these knights embark on? The document gives a few ideas and different combat challenges to try but no real work was put into the fluff department. Eventually choosing a giant-slaying adventure, the knights set off. A few highlights:
  • A duel against a bandit-knight.
  • Meeting the troubled Sir Lancelot in a tavern.
  • X0∞甲 almost being drowned by a tempting selkie.
  • The defeat of the knights at the hands of the giant Gawr.
    As hinted above, I supplemented this adventure with Loch's Scots Monsters post. The non-combat challenge of talking with the selkie was nice. I feel the rules are too focused on combat when there are other aspects of Arthuriana to explore: courting, castle politics, the rising corruption of Arthur's ideals.

    The actual system, opposing d6 rolls, is well executed. Diegetic modifiers help make the equipment you carry important. You could make a hack by replacing all the Arthurian references.

    Overall Verdict: Interesting Arthurian combat system that needs expansion.

Thursday, October 28, 2021

GLoGtober '21 Day 5 - Green is What is Left When Ardor Fades, When Passion Dies, When We Die

    For the GLoGtober conversion prompt. Inspired by the movie The Green Knight.

Knight of Spring

Pierre Droal

Starting Equipment: A bronze battleaxe [described below]. The Horn of Springtide [described below]. A set of plant-covered chainmail armor [+4 AC, 4 slots]. A direram mount [described below].
Starting Skill [d6]: Botany, Alchemy, Geography, Chivalry, Animal Handling, Survival.

Level 1: Fae Immortality, Superiority of Arms
Level 2: Greentongue
Level 3: Thirst for Blood
Level 4: The Storms of Spring

Fae Immortality
    You used to be human, but are not so now. You left your humanity behind in your reliquary. The reliquary itself is a small bronze-bound chest of living wood containing your bones. You sacrificed your bones to the Thousand Gods for eternal life and power. In place of them, you have a structure of living wood that can only be broken by a knight.
    Every time you die, after 1d8-[level] days, you will return fully healed from the earth near your reliquary. You do not regain lost equipment with this feature.

Superiority of Arms
    Any weapon you wield, even your fist, has its damage die scaled up one. For example, a light weapon would deal 1d8 damage, while a medium weapon would deal 2d6 damage. When a heavy weapon is scaled up one, it is 3d6 damage.

Greentongue
    You can speak Root, the language of plants, trees, and flowers. This can be used to converse with them but it can also be used to command them. [level] times, you may utter in Elderspeak a command to the plants within 30' of you. Some example greentongue commands are:

  1. Grow: Plants equal to your [level] grow up to 30 extra feet over the course of d6 rounds.
  2. Ensnare: Roots burst from the earth and trap your opponents for [level] rounds if they fail a DEX Check of 11+[level].
  3. Ripen: Plants equal to your [level] grow large fruit, even if they couldn't before. These fruits count as [level] days of rations.
  4. Sunder: A single plant explodes, dealing [level] piercing damage to all within 10'.

    Some ways to regain your greentongue abilities: make a large sacrifice to the Thousand Gods, awaken an ent, kill an enemy knight, restore a fairy ruler to power, etcetera.

Thirst for Blood
    You can now attack twice per round. You force Morale Checks on all 1 HD minions who see you. Your name is whispered throughout the land, for all the good and ill that brings.

The Storms of Spring
    You rival the power of some of the Thousand Gods. You have 5 points to distribute across your character sheet. They can increase any stat. People will worship you and try to slay you in equal measure.

Adam Glazer

The Armaments of Springtide

  1. A bronze battleaxe. A two-headed bronze battleaxe with a haft of living wood. Deals 3d6+STR damage and takes up 2 Inventory Slots. Can be thrown 20' and returns magically to its wielder's hand.
  2. The Horn of Springtide. A great instrument of ram's horn. 1 Inventory Slot. The horn itself is engraved with Elderspeak runes detailing the Maiden of Spring. If an action is spent blowing it, the Wild Hunt appears the next round. The hunters are composed of 1d4+1 faery knights, 1d6+1 faery huntsmen, and 2d6+1 direwolves. The horn can only be used once before it has to recharge again. To recharge, dip it in the blood of a king.
  3. Direram Mount. A regal direram. 3 HD ram with an Armor Class of 12. Has a 2d6 gore attack. Can speak to all animals in their native tongues and is quite persuasive.