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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.
The Revenant
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: Vendetta 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. Solitary Undertaking 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. Vengeful Visage Your appearance is twisted by your strong desire. When you Parley, you don't need leverage if you erase one description of your look. Ultimate Vengeance 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.
The Sundered
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. Fractured 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: Educe 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. Fervent 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. Congruent Replaces Educe 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.
David's Notes re: his mass combat custom procedure
Listening to the most recent +1 Forward with Rich Rogers and Davide Pignedoli has me thinking there might be a way of taking something Davide does in City of Judas to facilitate a large scale conflict and the swingy-ness of a large scale conflict: have your players throw a d6 into the middle of the table, starting with a number facing up. We will call this d6 the “battle die.” The higher the number, the more advantaged the players are, and the closer they are to winning the conflict at the outset. Then, have the players describe what they are doing, engaging the normal DW moves. Anytime that will trigger a move in which the players engage with the large scale conflict, layer this custom move over the top of the move they are doing. When you make a move that may help in the large scale conflict, in addition to an 10+ results, describe how the battle is going in your favor and advance the battle die by one. On a 6-, you may swap a result from your d6 for the battle die if it will boost your result to 7-9. If you do so, the GM will describe how something in the battle is going against your forces. When the GM makes a hard move conflicting with the player’s large scale conflict, the GM may additionally reduce the battle die by one. If the battle die would ever be forced to exceed 6, your forces have won! Describe how your forces have won the day. If the battle die would ever be reduced below 1, you have failed, the GM will describe what this day has cost you and your forces.
Shadow Master
by Maxime Lacoste A tale is whispered in locals where scoundrels, rogues and near-do-wells like to gather. It relates the fall of an almost forgotten deity: “Leelith, the Lady of shadows. She was not always called that you see. Once fair and kind, she was amongst the caretakers of the good folks. But hidden in her hearth was a seed of greed. She craved the powers of her brother the sun god and his dominion over light. She would dream and dream long of all the good that would befall her people if only his might was hers. No one remembers when or how, but we do know this. At one point she tried to usurp her brother’s power and of course she failed. In punishment, she was cast from where the gods dwell and sent to the Dark Portal to serve Death. Forever changed by her ordeal she was now pale of skin and dark of hair. Death found her very much to his liking. He was so smitten by Lilith beauty, that he offered her part of his dominion. That his how she became the Lady of shadows for all that is not of the light became hers. Even now though, she still deeply craves for the light that was forever denied to her. ...Here comes the sweet part. If like the Lady of shadows, you crave things out of your reach, seek her out. If your need is strong enough and your commitment true enough, she just might grant you the means to your ends...” SHRINE OF LEELITH Shrines dedicated to the Lady of shadows can be found in hidden places where the light from the sun never shines. Her effigy is made of a flat cut-out piece of cold iron standing upright. To properly pray to her, a devout must light a candle behind this effigy and face her shadow cast on the opposing wall. It is said passing in front of her shadow is cause for her ire. Move When supplicating to the Lady of shadows at her shrine roll +CHA. *On 10+ Leelith grants you perfect vision in any kind of mundane or magical darkness. *On 7-9 as above but any light source brighter than a torch is very painful to you. Suffer an ongoing -1 until the source of light is negated. These effects last until the next sunrise. *On 6- the Lady of shadows finds you wanting... Beware of your own shadow. SHADOW MASTER Compendium Class When you crave something out of your reach and commit suicide at a shrine of the Lady of shadows, this compendium class becomes available to you. You will not reach the Dark Portal but instead arrive at the Shadow Court. Describe to the DM what its like. Leelith herself will receive you in audience and accept your own shadow as a proof of your devotion. You will then be sent back to the land of the living. You are forever changed. Your skin becomes pale and cold to the touch. Your hair and pupils turn black as night. You also never cast a shadow. It dwells in the Shadow Court now. Starting move [ X ] Lifting of the Veil Leelith grants you perfect vision in any kind of mundane or magical darkness. Any light source brighter than a torch is very painful to you. Suffer an ongoing -1 until the source of light is negated. Advanced moves [ ] Cloaked in shadow When you stand still in any shadow big enough to cover you completely, no one never spot you until you make a movement. [ ] Shadow steps When you step in any shadow big enough to cover you completely, you may emerge from any other appropriately sized one originally in your sight. [ ] Shadow play When you take control of shadows in your sight, you may animate them however you wish. Controlled shadows can never detach from their point of origin. You may Parley without leverage when displaying your dominion on others shadow to cause fear. [ ] Serving shadow Requires: Shadow play When you take control of a shadow in your sight it may become tangible for a time, roll+CHA. *On 10+ you may use a shadow to deal your own damage dice to its owner. A shadow can also lift objects within its reach for a minute or so or do any other things possible for its form like close a door or untie a knot. *On 7-9 as above but the shadow is weak and the effect last only an instant. An attack is but a distracting slap. Objects can only be pushed, shoved or thrown. *On a 6- Leelith finds you irritating. The DM will tell you what happens.
Serpent Brother
by Daniel Fowler The ancient snake god Kar-Suet teaches us that strength and ruthlessness are the only things that matter. Survival requires abandoning your human weaknesses and grasping as much power as possible. Your motives mean nothing if you can not force your will upon the world, coil around it and squeeze out what you need. When you ritually mingle your blood with that of one of the immortal serpent children of the snake god Kar-Suet, your features immediately take on a reptilian appearance and your humanity starts to slip away. you may take the following move the next time you level up. Survival of the Fittest Your mission is clear and you will not allow anyone to stand in your way. Gain an XP whenever you kill or orchestrate the death of a rival or obstacle to your quest for power and authority. The following moves can then be taken as advanced moves. Serpent’s Kiss Your mouth drips with venom that paralyzes your prey and causes them unbearable agony. Deal your class damage if you manage to bite your target. Shedding You may elect to lose a normal limb to ignore the other effects of a single attack or damaging GM move. The limb that regrow after a full day is obviously reptilian and unnatural. Mesmerising Gaze Deep in their hearts the prey knows that it exists only to nourish the hunter. When you lock eyes with your prey you may defy danger with Charisma to paralyze their body for as long as you hold its gaze. Sssnakes, it has to be Sssnakes You may freely converse and parley with serpents of all kinds. Anyone who mocks your lisp should sleep lightly.
The Revenant
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: Vendetta 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. Solitary Undertaking 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. Vengeful Visage Your appearance is twisted by your strong desire. When you Parley, you don't need leverage if you erase one description of your look. Ultimate Vengeance 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.
The Oneironaut (Alt Name: The Dreamer)
by Will P When you have spent a year in meditation with the yogis of the Shakyamuni mountain clan, the next time you gain a level you can choose this move instead of a move from your class: Reality Check When you witness something impossible in real life, such as magic, you may roll +WIS.
At any time, spend 1 Lucid to:
If you have Reality Check, you may take one of the following moves when you level up: Awakened The waking world bends to your whims. At any time you may spend 2 Lucid to attempt something impossible within the fiction. Roll Defy Danger to see what happens. Limitless At any time you may spend 1 Lucid to Volley with WIS. Your damage die increases to d10 and you may choose to have either the forceful or the messy tag. If you would choose to reduce your ammo by one, instead spend 1 additional Lucid. Only a Guest At any time, you may spend 1 Lucid to change established details of a hostile creature.
The Aetherwashed
by Phillip Wessels When you drown in the fizzy, twisting currents of the mirrorwater, you feel yourself dissolve into its effervescence. You see your allies move on. Are they grieving? You see your possessions redistributed. How do people make them their own? You see a doom come to fruition. How does hope die? You awaken feeling the sand of the shore and the harsh bite of the wind on your wet, naked body. You feel completely revitalized--energized, even. It occurs to you that it has only been a moment, and what you saw was but a strange dream. The first person you encounter will advise you of subtle changes in your appearance (things luminescent, metallic and/or pristine). You may take this move immediately upon waking; also gain 2 Constitution. Aethercore When you take harm that splits you open, roll+Con. On a hit, your wound doesn’t bleed; instead, it explodes with a blinding splash of liquid light. If this startles someone, take +1 forward to hack and slash towards them. The wound glitters and it is apparent to any that you are unnatural. On a 7-9, choose one: you repulse others with your eeriness, the curious objectify you, or you gain the full attention of a threat. If you took the above move, the following moves count as class moves for you, which you may take when you level up: Infusion When you put yourself into a liquid, it flashes with light. The light dims down to a soft glow; the liquid is cleared of any attributes except color and flavor, and is now slightly flizzy. If it is consumed by anyone else it grants them 3 hit points and +1 forward; if they do not have more within a day, they go into withdrawal and gain -1 ongoing for a day. Slipstream When you smack into a hard surface, roll+Con. On a hit, you splash out of another surface any distance away. On a 7-9, choose one: you don’t bring any belongings with you, you attract the attention of a threat, or you need a moment to ground yourself (-1 forward if you don’t). On a 12+, you may create a temporary portal that anyone can use. Conduction When you are in contact with metal it rings slightly, has a more glittery appearance, and is found to glow if in the darkest dark. When this metal clashes with metal, roll+Con. On a hit, the air ripples and a spray of white sparks explode from the contact. The sparks ignite pure white flames. If someone is completely consumed by the flames, they are found nearby having drowned to death. On a 10+, the other metal explodes away. On a 7-9, choose one: the metal phases through and out of your touch, the ripple stuns you and you need a moment to ground yourself (-1 forward if you don’t), or the flames endanger an ally. Egoseep When you have a moment of physical intimacy with someone, roll+Con. On a hit, ask a question about them as if you had succeeded in discerning realities. On a 10+, hold 3. On a 7-9, hold 1. You may spend your hold one-for-one at any time on the following options: they feel the urge to do what they think you want; they are distracted and take -1 forward; or they feel energized and take +1 forward. There is a physical tell of your influence; describe what it is.
Monkey Friend
When you befriend a monkey, you may take the following move when you level up: Monkey Friends are the Best Friends You and your monkey have a special bond. You can’t talk to it per se, but it will always act as you wish it to. When you and your monkey work together, take +1 forward to any action where a distraction or an extra set of hands would be useful. You may then select the following as class moves: Oooh, Shinies! When you let your monkey roam for a while in a civilized area and he returns, roll. On a 10+ your monkey gives you an interesting or valuable item. On a 7-9, the item is also dangerous or draws unwelcome attention to you. Alarm Call Your monkey is always looking out for you. It will scream at the first sign of danger, ensuring you are never surprised. When an enemy would get the drop on you, you get to act first instead. Dial M for Monkey Your monkey is exceptionally smart. It can follow complex orders and understand speech, though you are the only one who can understand what it says. When you consult your monkey while attempting to discern realities, you can ask one additional question, even on a miss.
Mean Old Minerva’s Wagon of Gifts and Stories
Old Minerva has lived in her covered wagon, traveling from town to town, for as long as anyone can remember. Local women go to her for advice on many practical things, and children love her stories. She is generally tolerant of those who call on her, though she does not suffer idiots, and has a particularly short temper with men. She is never far from her wagon, which is filled with many strange and old things. If you happen to meet Old Minerva in your travels, maintain a respectful tone with her. She always has something to help with whatever vexes you, but you may have to pay for it with a bit of your dignity. Custom Move: Minerva’s Wagon If you suffer Minerva’s abuse while politely asking for her help, roll+CHA. If you are a man, you make this roll at an additional -1. *On a 10+, she has something that will help you, either an object or information, and she offers it freely. *On a 7-9, as above, but she asks for something in return. The GM will tell you what. The First Fear They say all men grew-up in fear of a certain stick, and the First Fear is the progenitor of those sticks. If you are a woman brandishing the First Fear, your promise to withhold violence from the stick is always leverage in a Parley with a man. Old Minerva's Bag of Sweets This bag always contains a handful of sweets hidden amongst the rags, buttons and lint. You may always use the sweets as leverage in a Parley with a child. Old Minerva’s Broom The way Old Minerva sees it, most people are careless fools; apt to misplace their foolish heads, if not for the fact they’re attached to their foolish necks. Still, she often advises that giving the house a good sweep is a terrific way to find the things you’ve lost, as well as calm your nerves and clarify your thinking. Her own broom is particularly helpful in this regard. If you Discern Realities while sweeping an area with Old Minerva’s Broom, you may ask one additional question from the list, even on a 6-. Old Minerva's Magnifying Stone This perfectly clear shard of quartz helps Old Minerva read small labels, and closely examine folks complaining about skin spots, yellowing teeth, or whatever damn thing they’re on about today. If you closely examine a person or object with the Magnifying Stone, the GM will tell you a single fact about the subject that is hidden or secret. Needle of Idle Safety The way Old Minerva sees it, idle hands get up to no good, and it’s best to chop them off. Given that, you should endeavor to keep them busy, and the mending of clothes is both practical and economical. The Needle of Idle safety is distinguishable from normal needles by the fact it never rusts, and cannot be bent or broken. If you accidentally prick your finger while using the needle, it means some sort of danger is imminent, though the precise nature of the danger may be unclear. Perhaps something hostile is approaching your position, or your comrade’s amazing plan is actually quite a stupid one, or the minstrel telling you tales by the fire has ill intentions. Weather Wax This marvelous beeswax, said to be a specially refined version taken from hives that have survived terrible storms, is often stored in a jar with a tiny, decorative weathervane affixed to the lid. Any object covered in the wax will not succumb to environmental hazards related to the weather. A scroll will stay dry in the rain; swords will not rust. A room will stay dry and warm if you seal its windows with the wax, even during the most violent blizzard or storm. The wax can even be rubbed on clothing and armor, transferring its protection to the wearer. Chester Chester the Cat was Mean Old Minerva's first and only pet. When he died quite suddenly from unnatural causes, she had him stuffed. To her surprise and delight, the taxidermied tabby was even more charming and loyal than before! If Chester is in your possession, and you leave some food out for him at night, you will awake with the certainty that a cat was sleeping on top of you. Chester might even wake you if someone with ill intentions approaches during the night. |
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May 2019
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