Sunday, 28 January 2018
More magic items for In Darkest Warrens
Posted by
Scott Malthouse
Some more magic items for In Darkest Warrens.
Stone of Banishment: this powerful mineral has been blessed by the seers of the fifth divine, with the ability to send evil to the Broken Dimension. Use as an action to send a single target per day with 5 wounds or fewer into the Broken Dimension.
Gloves of Fluidity: activating the oceanic power imbued in these gloves allows the wearer to become water themselves for up to 10 minutes. In fluid form they can think and move, but cannot speak.
Rod of Angel Summoning: the ivory celestial rod of Omega, cast down from the heavens into the world. Once per day the weilder may summon for the Omega Angel, Seriphanes to aid for rounds equal to class level. Stats are: 4+, 5 wounds, special action: opponent must test Nimble or become blinded for a round.
Talisman of Fasting: while wearing this talisman you do not have to eat. You must still drink.
Ring of Tigershape: sporting a gleaming tigers eye gemstone, this silver ring allows the wearer to transform into a tiger once per day for a number of minutes equal to their class level. They can still comprehend others, but cannot speak. Stats are: Rune Tiger, 3+, wounds as original character, special action: a target must test brawn. If they fail, they take 2 wounds and are pinned. If they are already pinned, they must test brawn to become unpinned. While pinning, the tiger does 2 wounds per attack.
Bracelet of Remote Sight: crafted by the octopoid psychics of the Singing Mountain, the bracelet allows the wearer to select a target in line of sight and see through their eyes as if they were the target. Using an action they can maintain the sight for up to a minute per class level.
Racemask: wearing this wooden mask, cut by the Evershaman of the Dimlands, lets the wearer change their race to any other player race. They temporarily gain the ability of that race. The mask can be worn once per day for 10 minutes per class level.
Curious about In Darkest Warrens? It's a minimalist game inspired by the OSR, written on two pages. The core rules contain everything you need to play, including a bestiary and an adventure.
Friday, 26 January 2018
Assassin's guild generator
Posted by
Scott Malthouse
I was actually trying to come up with my own assassin's guild name today and realised I haven't created a generator for this. What an oversight.
First part of the name: Roll d10
1. Shadow
2. Black
3. Crimson
4. Whispering
5. Invisible
6. Skull
7. Doom
8. Hidden
9. Deadly
10. Silent
Second part of the name: d10
1. Daggers
2. Serpent
3. Chalice
4. Dragon
5. Hand
6. Eye
7. Hounds
8. Spectres
9. Rats
10. Shard
Thursday, 25 January 2018
Kingdom of Thaw - In Darkest Warrens
Posted by
Scott Malthouse
Classes
Wolfguard - 5 wounds, Special: You have a wolf companion who you control. When you level up, the Wolf's wounds increases by 1. Stats are: Wolf, 5+, 3 wounds, melee, special action: the wolf may move and attack as part of the same action.
Frost Mage - 3 wounds, Special: may use frost spells.
Frost spells (useable once per combat)
Freeze ground - you freeze a 20ft square on the ground. Anyone ending their turn in this square must Test Nimble or fall prone and take 1 damage. The square lasts for 2 rounds per class level.
Frost bolt - you do 1 damage and paralyse a target for 1 round per class level. The enemy may test nimble to ignore the paralysis.
Ice shield - your armour increases by 1 wound for 1 round per class level.
Races
Tundra Dwarf: you gain +1 to all tests when outside in a snowy environment.
Frost Elf: you may cast ice shield as a level 1 spell once per combat.
Blue Orc: animal companions gain a +1 bonus to attacks.
Creatures of the Thaw
Frost giant, 4+, 7 wounds, melee, special action: may use an action to throw a boulder. Target must test nimble or take 2 damage.
Shivering skeleton, 5+, 4 wounds, melee/ ranged, special action: target within line of site must test mind. If unsuccessful they must move their full movement away from the Shivering skeleton.
Crystal savage, 3+, 6 wounds, melee, special action: may use an action to make a second attack against an another adjacent target.
Doom raven, 4+, 5 wounds, melee, special action: may teleport from one location to another within line of site.
Wednesday, 24 January 2018
Goblins of Gibbering Vale
Posted by
Scott Malthouse
Goblins of the Gibbering Vale have no names. They are identified by the type of fungus growing off the top of their head. When they die the mushroom erupts into spores that, if inhaled, the victim inflates and floats until they deflate 4d6 ft up.
Their preferred weapons are petrified birds - stuck on top of a stick into a 'birdspear' or fashioned into arrows. They keep a basilisk to craft their weapons (walking through the Vale goblin 'statues' dot the landscape).
They live in dirt traps beneath the soil, using their sensitive hearing to ambush travellers above them.
Gibbering Vale Goblin, 5+, 2 wounds, melee, special action: after reaching 0 wounds the goblin automatically triggers a spore eruption. Anyone within 5ft of the goblin must test Nimble or inflate, rising 4d6 ft before falling. They must take 1 wound for every 10ft they fall.
(Stat block for In Darkest Warrens).
Sunday, 21 January 2018
Legendary Quills
Posted by
Scott Malthouse
Today I wanted to introduce Legendary Quills. These three quills have been forged by powerful mage scribes of ancient times. They are not available in the Moon Market - they are rare and powerful.
You can be in with a chance of receiving one of these quills by achieving 15 points in any of the adventures in the book. If you do, you must roll a die. On a 5 or 6, you are visited by the spirit of a mage scribe and given one of the quills below (your choice):
Warlock's Quill - made from a griffon feather, automatically succeed all Language rolls. 10 uses
Ghost Quill - a quill that writes itself. Automatically succeed all Penmanship rolls. 10 uses.
Angelic Quill - a quill created from an angel's wing. Automatically succeed all Heart rolls. 10 uses.
Quill: White Box is out now
Posted by
Scott Malthouse
Quill: White Box is a new way to play the award-winning Quill letter-writing solo roleplaying game, inspired by the original version of the famous fantasy game.
For the first time, create a classic fantasy character from classes like fighter, cleric, thief, elf and dwarf, each with its own special ability to help you on your letter-writing adventures. Use the same character through multiple adventures, gaining treasure and magical items like enchanted perfumes and hypnotic parchment to give you the edge.
Quill: White Box features five new fantasy adventures:
- The Demon-Haunted Tower - find a way into a mysterious tower that is slowly draining the life from a surrounding village.
- The Elven Princess - bring two lovers together from different worlds.
- Uncharted Waters - convince an old enemy to raise an ancient pirate from the dead in order to reveal a hidden isle.
- Fane of the Underking - get your incredible story of dungeon-crawling heroism picked up in the city gazette.
- The Beast of Nightwood - create a field journal documenting the existence of a mythical creature.
Treasure, fame and adventure are all yours with Quill: White Box - download now. Note that you must have the Quill core rules to play.
Subscribe to:
Posts (Atom)





