What happened here recently?
Lord Caspian Gal (00:22)
What should I be on the lookout for?
Gauntlet happenings (07:47)
What here is not what it appears to be?
Bend Bars, Lift Gates (12:30)
What here is useful or valuable to me?
Library of the Wordfey (22:32)
What is about to happen?
Our ongoing comic strip AP featuring the story of St. Evelyn the White (27:49)
Venka’s burdens (35:00)
Follow us on Twitter @GauntletRPG
Shrine of Alamas
by Stephen Karnes
Dream is the realm of Alom, and its ruler is Alamas.
An old woman motions for you to lie upon a bed of straw and hemp at the foot of which is laid a blue candle, a bundle of dried cedar, and the decaying skull of a hare.
She begins to hum almost imperceptibly, a droning lullaby like a memory from someone else’s childhood.
She lights the candle and with its flame the cedar, which she places beneath the skull, and as she does this she whispers:
To Know Her
May You Never Awaken
Smoke and shadows play across the ceiling, coalescing into forms which writhe in the acrid air. First one and then another take on likenesses which you can’t quite name, if only they would remain a little longer. A few minutes pass, or is it hours, and a single mass takes shape above you, its eyes the color of the candle’s flame as sleep crashes into you like a wave.
When you sleep beside the Shrine of Alamas, roll +WIS.
The Ever Drilling Shrine of Gnozinu The Machine God of the Gnomes
by Daniel Fowler
Discovered by gnomish settlers over eleven hundred years ago this device has never ceased in its work. A constant growl and grinding noise can be heard as it shapes the stone under it. Every few years it moves further down revealing a passageway with rooms, stairs, and stone furnishings. This is the secret of the wealth of the Gnomes, allowing them to expand their city and harvest the earth's resources already refined and stacked in pre-made storage rooms. Some sought to understand and improve the machine but most would not risk losing such gifts. Now they worship it, bringing offerings of grease and pure water which seems to reduce the grinding noise and improve its performance. Only the most respected tinkerers are allowed to touch the controls. Mostly it seems to have no immediate effect but occasionally Gnozinu responds and reveals its latest work. Repeating the same adjustments never seems to work and often causes the machine to shake violently.
If you are allowed to fiddle with Gnozinu’s controls, roll + INT. On a 7-9 the shrine moves revealing a new passage and you choose one. On a 10+ chose another. On a 6- the machine begins to rattle, screech, or otherwise show its displeasure attracting the ire of all Gnome-kind.
* includes a store or rare gems and metals worth 3d10 x 10 gp.
* includes a workshop complete with tools.
* includes an armory with finely crafted mail and weaponry.
* does not include a trap or guardian.
Gnozinu’s Wayward Bit
Left behind after a great earthquake, this device is probably malfunctional. When applied to a stone surface it glows red hot and sinks. Seconds later jerks loose in a shower of broken stone. This process is very dangerous but can easily reduce a fortification to rubble or blast a jagged passage through the earth. Roll a d6 before each use, on a 1 the device works properly and disintegrates leaving a perfectly crafted apartment.
Gnozinu’s spawn (6 weight)
This device is completely dormant while in the domain of its parent but the gnomes will not let anyone carry it away without great cost or bloodshed. It will begin to dig If brought to a new location. Eventually it will unfold to its complete size and start producing passages and rooms shaped to the proportions of whoever activated it.
The Cliff of Shuachi
by Logan Howard
On windswept cliffs, travelers will often find holes drilled into the rock. Religious scholars might recognize the holes as a shrine to the ancient goddess Shuachi. A practitioner would have inserted wooden dowels into the holes and tied long strips of colorful cloth to them. Unable to resist playing with the lovely streamers, Shuachi, goddess of wind, laughter, forgetfulness and secrets would soon arrive.
When you tell Shuachi a painful memory, ask for the return of laughter and throw yourself from her cliff, Roll+WIS.
On a 12+, Shuachi catches you and returns you to the top of the cliff. You forget your painful memory and you gain 2 Wind.
On a 10+, Shuachi catches you and returns you to the top of the cliff. You forget your painful memory and you gain 1 Wind.
On a 7–9, Shuachi catches you and sets you down in a location of the GM’s choosing. You forget your painful memory. The wind will provide you with a secret when the time is right.
At any time, you may trade 1 wind for one of the following:
· Shuachi catches you when you would fall to your death
· Shuachi whispers a secret into your ear
· Shuachi sweeps something evil from a high place
· Shuachi takes a painful memory from a friend
· Shuachi lifts you higher when you jump
· Shuachi carries something from your hand to a friend no matter how far away
The Cloak of Shuachi
3 Armor, Worn, 0 Weight
The silver-gray Cloak of Shuachi will only work when worn by someone who is joyful. It shuns all other armor.
The cloak defends the wearer in a multitude of ways. It can billow out to catch incoming projectiles before they strike the body. It might push an opponent off balance or simply shift to create the illusion that the wearer is in a different position.
The cloak provides perfect balance, aids jumps and cushions falls.
Shuachi’s Pen is a sky-blue stylus used with any ink and paper.
When you write a message with Shuachi’s pen, the wind will pick up and lift the ink from the paper. The wind will blow in such a way that the message will form near the intended receiver. Perhaps the writing will appear in the rivulets of sand or leaves could scatter only to land in perfectly shaped sentences.
Gornorn the Foolish, Leader of the Lost, Dwarven God of Wrongness
by Daniel Fowler
Born last of the gods, Gornorn arrived too late to take part in the construction of the world. Eager to catch up to his brothers and sisters, carving out the first tunnels of the dwarven people, he unwittingly started on the wrong side. Hearing the laughter and mockery of his fellows he refused to accept his mistake and decided all the others must be fools.
Gornorn still stubbornly believes that he is correct in all things and all others must be wrong. He never ventures to the surface, believing it to be a bottomless pit, and stands upside down on the ceiling wherever he goes. He tries endlessly to correct the “mistakes” of the other gods and offers his wisdom to any dwarf who will listen.
He appears as a particularly short and stubborn dwarf in copper colored armor and helm. He will try to convince listeners to accept his way of thinking which is plainly wrong. Gornorn is very proud of his intellect and will be overjoyed if someone accepts or pretends to accept his teachings. He is also quick to anger if mocked.
Very few dwarves openly worship Gornorn and most blame him for misfortune, vandalism and stupidity. Dwarven Scholars sometimes keep a small idol of Gornorn to remind themselves and their students of the dangers of too much pride and stubbornness.
When you stand under his shrine and praise the wisdom, independence and keen perception of Gornorn, roll + CHA. On a 10+ choose one ability, on a 7-9 choose one ability but it is unreliable and dangerous, on a 6- Gornorn does not appreciate your mockery.
*You may reverse your perspective and walk on the ceiling as if it was the floor.
*You may ignore one type of damage by keeping your eyes closed and humming.
*you may speak (but not understand) any language of people, animals or creatures by imitating their sounds and postures.
Divine Expertise: Cleric level 7
Your greater understanding of the universe allows you to pierce falsehood and misconception. Instead of spouting lore, tell the GM something useful and interesting about a subject you know nothing about.
Gornorn’s Resolute Shovel (1 weight, hand, close)
While holding this worn and rusty shovel you are filled with confidence and cannot be distracted from your goal. Gain immunity to all magical suggestion, illusion or imprisonment.
by Michael Barford
When you have passed beyond the Black Gate with revenge still burning in your heart, erupt from your shallow grave and grasp vengeance.
You may take this move immediately upon your resurrection:
Spirit of Vengeance
You have lost your sense of identity but have been granted a supernatural endurance. Erase your character's name and add 10 to your total HP.
If you are the Spirit of Vengeance these count as class moves for you; you can choose from them when you level up:
Your soul is guided by a solitary purpose. Erase your character's alignment and race and add this question to the Discern Realities list: “What is the quickest route to revenge?” When you act on the answer, in addition to gaining +1 forward, mark XP.
Your allies only get in the way of your mission. When you roll a 6-, you may erase one of your character's bonds and treat the result as a 7-9.
Your appearance is twisted by your strong desire. When you Parley, you don't need leverage if you erase one description of your look.
The moment you have been waiting for is finally here. When vengeance is at hand, you may successfully acquire it. Nothing will stand in your way. Destroy your character sheet (preferably with fire) and describe with great relish how your character achieves ultimate vengeance. Keep in mind; sometimes the best revenge is a life well lived.
by Fraser Simons
Whensoever you do something or witness something that irrevocably alters your sense of self, you are forever changed, revealing your true nature.
Your memories come back in a torrent. They claw and scrape at your mind, gaining only partial leverage on your fragile psyche. For now.
What is clear is this: you are not one of them. You never were and may never be. You fell or through yourself from another existence into this one and, when this happened, you sundered your past from yourself.
Now that past wishes to become present. And as it does, who you are now is slowly being overridden.
Did you belong to another plane? Are you the ghost or reincarnation of someone, or something, past? Why and how did you come to be here, and how have you changed?
The mystery is yours to unravel.
At the start of session, roll+CON. On a 10+ the DM holds 2. On a 7-9, the DM holds 1. They may spend this hold 1for1 during a session in order to do one of the following. The DM can also opt to give any of this hold to any other player during the course of the session, but never you:
- Give you a fleeting memory from your past that gives you +1 or -1 forward, they choose.
- Tell you something your other self wants you to do or say, if you do it, mark XP.
- When you roll a miss, take temporary control over you as your other self.
You may then take the following moves:
Whenever you discern your reality, you may also tell everyone how the person or situation elicits a forgotten memory from who you used to be in an attempt to unravel the mystery of who or what you were before.
The first time you speak to someone earnestly about the events that sundered you, or what is currently happening to your sense of self, you may ask them any one question in regards to it, and they must answer truthfully.
When you reveal enough about your other self to know its nature, take any move advanced or otherwise from any class, so long as the DM and you pick it together.
Discern Realities is sponsored by Scablands Press, publisher of The Indie Hack.
Discern Realities is produced by Jason Cordova & David LaFreniere; edited by David LaFreniere.