Keepers of the Gauntlet Contest
Create a magic item, custom move, or monster inspired by the Keepers of the Gauntlet titles, which can be found here. More details:
Knight of Mums
by Greg Gelder On the morning of the third week, after the first leaves turn, the people of the eastern valley hold the harvest of the mums. The bright, rainbow colored flowers are gathered in large canvas bags and brought to the festival scaffold. There, the spry and able ascend and descend the wire knight form on patterned silks, weaving flowers as they go. When the light wanes the evenings drinking of mead and other honeyed liquors begin. When, at last, the valley people retire for the evening the Knight of Mums awakens. Until the first snowfall, this un-sleeping golem can not die and protects the valley from all who would come to take the final harvests. The same wire lattice is used each year. Knight of Mums Solitary, Huge, Construct, Magical Honeyed Blade d10+3 reach, forceful 20 HP 4 Armor Instinct: To Protect the Innocent - Produce a cloud of choking pollen - Heal or re-animate through water and sun - Shape and twist the wind
Keeper of the Blood of Lursiss
by James Hardie The Legendary Druid Lursiss, concerned that his war to ensure the primacy of the wild and destroy the empires of men would take longer than one lifetime concocted a way to continue his war beyond his years. He did not choose the path of undeath, but instead constructed grim altars deep within the woods wherein he performed a ritual to bind his will to his bloodline, allowing his soul to possess his progeny upon his death. He needed to repeat the process with each new body, so Lursiss’ grim altars can be found in several dark corners of the world, and while his ritual is believed to have died with him his altars can be used by those seeking the reverse effect- seperation from ones forbears. The ritual of unbirth is decidedly unpleasant - it begins with a bath of raw eggs, and gets far worse before it gets better. When finished the ritual leader (who may or may not be the target doing this to himself) rolls +CHA. On a hit the target is mystically severed from his ancestors- Free from any ancestral curses or boons, any strange legacies or even mundane responsibilities. All memories anyone has that connects him to his family is altered, save only the memories of the ritualist(s), and on a 10+ all written records that had mentioned the targets connection to his family are also altered. The target becomes someone with no origin or past.
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Keeper of the Orphan’s Kiss
by Danny Hood When you stumble upon the skeletal remains of a child you find a teddy bear, old and worn but still in good shape, clutched in the child’s arms. When you touch the bear roll + CHA 6-: The spirit of the child takes residence in your body. You will sometimes struggle with the child as it attempts to take control of you. When you are presented with a scene or situation that the GM feels a child would want to ‘investigate’ and you accept then take XP. 7 - 9: The spirit of the child takes residence in your backpack. You begin to notice that your things are missing at inopportune times. The child has no malice but it likes to go through your stuff and play with it and sometimes things don’t get put back. The GM will tell you what and when. 10+: The spirit of the child begins following you around. The child likes to ask a lot of questions. A stern ‘Don’t make me get up’ or ‘I am counting to three…’ will usually quiet it down. When you appear at the Black Gate you see a green field full of kids rollicking and playing games. Death is striding toward you with her arms open wide. You feel something brush past your leg and a small translucent child runs to Death and jumps in her arms and kisses her on the cheek. Death thanks you and gives you a reprieve… until next time.
THE JOYOUS PIT by Logan Howard. On mossy forest floors, the Mouth of Elysium waits for large mammals to feed upon. If anything worth eating walks over it, a wide but shallow pit will open. The creature that falls in will find itself in the grip of dozens of long wet tongues. Each one is covered in a potent chemical that overwhelms the victim with sensations of pleasure and joy. The ends of the tongues are razor sharp and will begin to dismantle the delighted prey. When you fall into the Mouth of Elysium, roll+CON. 10+, you resist the toxin and climb out unharmed. Describe what it felt like and how you were able to overcome the pleasure tongues. 7-9, you hesitate before climbing out. Describe the delights that held you in thrall. The GM will will tell you what is missing from your body by the time you escape.
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May 2019
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