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Main Gauche supplement for Zweihander- a read-through
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<blockquote data-quote="Some Dude" data-source="post: 7855521" data-attributes="member: 6980080"><p>Now, let's see, where was I? Oh, yes, Chapter 6: Liber Umbrarum. I was just about to get into the Spells. I'll run down each of the Daemons listed in this Chapter. I will follow that with a brief description of that Daemon's nature, and give a couple of examples of what their Spells can do. The Spells follow the same format as those in the Core Rulebook.</p><p></p><p><strong><strong>THE BLACK LODGE</strong>:</strong> A being, as well as a place between time and space. The Black Lodge (and its followers) exist to satisfy earthly desire, confuse and frighten, and exist apart from others. Its Spells can allow a caster to walk between worlds (almost a kind of time-traveling/teleportation effect), enable your allies to move up the Damage Condition Track by dealing Damage to foes, or temporarily transform in to a <em>Sidhe Lord</em> from the Bestiary in the Core Book.</p><p></p><p></p><p>Though <strong><strong>THE TUSKED ONE</strong></strong> is not listed directly here, it is, as noted worshiped in three different aspects. They are:</p><p></p><p><strong><strong>THE ENDLESS GULLET</strong>:</strong> Exist to endlessly feed, eventually upon its followers. This Daemon laughs at the sick joke of its own existence as a being that seeks to eat everything in a limitless universe. Its followers see the Sisyphean irony of it all, as well. Greed in all forms are its hallmarks. Its Spells can cause nightmares, or summon a huge eating mouth to spring from the earth.</p><p></p><p><strong><strong>THE HELLFURNACE</strong>:</strong> A being that would see all consumed by heat and fire, leaving only ashes in its wake. Destruction, Fire and Wrath are its only goals. Its Spells can make an opponent's bones brittle, or turn them into as pillar of salt (thus killing them instantly)!</p><p></p><p><strong><strong>THE SLAVERING MAW</strong>:</strong> Brutal, cunning and greedy, this evil being compels its servants to raze, pillage and take the spoils. Its Spells can cause Terror, or temporarily grant Immunity from Peril.</p><p></p><p></p><p>Another group of Damons that should be considered together are the <strong><strong>DAEMON PRINCES</strong></strong>, a group of four (or possibly five) Daemons. They are:</p><p></p><p><strong><strong>THE PRINCE of CHANGE</strong>:</strong> A Daemon concerned with revealing to man That Which He Was Not Meant To Know, basically for shits and gigs. Almost a Disscordian being, it seeks to ruin through deception, trickery and anarchic, blackly humorous treachery. Its Spells can expel one from the Material Realm (which instantly kills them), or temporarily nullify the power of a Magickal item.</p><p></p><p><strong>[bTHE PRINCE OF DECAY</strong>:[/b] Daemon of mortality and sickness. Its followers are bizarrely enamored of disease. Entropy, infestation, and disease are its purview. Its Spells can summon an overpowering odor, or allow one to vomit a corrupt, Infectious spew.</p><p></p><p><strong><strong>THE PRINCE OF PLEASURE</strong>:</strong> Patron of artists, torturers and whores. Hedonistic, cruel and perverse. Its Spells can grant Skill Test Bonuses when the caster takes Damage, or allow you to sprout a long and weaponized tongue.</p><p></p><p><strong><strong>THE PRINCE OF VIOLENCE</strong>:</strong> Daemon of rage, bloodshed and cruelty. Interestingly, hates Magick and grants none, though its followers may channel chaos into their weapons, making them frightening and deadly.</p><p></p><p><strong><strong>THE OUTSIDER</strong>:</strong> Rumored to be a fifth Abyssal Prince, but at odds even with other Daemons on account of its complete devotion to Chaos. Its Spells can temporarily raise the caster's Peril Threshold, or give one greater power to attack <em>Abyssal</em> foes.</p><p></p><p></p><p><strong><strong>THE THIRTEEN</strong>;</strong> Actually several Daemons joined as one, concerned with treachery and backstabbing. Its Spells can summon caustic rain, or hordes of biting and stinging vermin.</p><p></p><p><strong><strong>THE WITCH-QUEEN</strong>:</strong> A once-human witch who was so evil that she was struck down by Daemons, yet rose again as one of them. Narcissistic and vindictive. Her Spells use Magickal cold to deal damage, or cause opponents to be stricken with Terror.</p><p></p><p>Some of these new Spells are quite deadly and powerful. But many have severe drawbacks, and even those used to aid one's allies may carry great risks that can also imperil or harm them. Such is the way of Daemons. And, as with the Spells in the Core Rulebook, there are rewards for Critical Successes, and Penalties for Critical Failure. Severe penalties.</p><p></p><p>One thing that strikes me upon reading this Chapter (and comparing it with Chapter 10 of the Core Rulebook, is that Main Gauche has added many options while avoiding the "power creep" that so often comes with RPG expansions. Variety, without sacrificing balance.</p><p></p><p>I'll also point out that Main Gauche has A LOT fewer typos so far than the Core Rulebook did. So few, in fact, that I'd have hardly noticed them if I hadn't been on high alert after reading Zweihander. So, a massive improvement in that department</p><p></p><p>There's a little more to Chapter 6, but I'm going to have to finish it later. I think one more post should do the trick. Again, sorry it's such slow going this time around. I haven't forgotten, and it will get done. Thanks for your patience.</p></blockquote><p></p>
[QUOTE="Some Dude, post: 7855521, member: 6980080"] Now, let's see, where was I? Oh, yes, Chapter 6: Liber Umbrarum. I was just about to get into the Spells. I'll run down each of the Daemons listed in this Chapter. I will follow that with a brief description of that Daemon's nature, and give a couple of examples of what their Spells can do. The Spells follow the same format as those in the Core Rulebook. [B][b]THE BLACK LODGE[/B]:[/b] A being, as well as a place between time and space. The Black Lodge (and its followers) exist to satisfy earthly desire, confuse and frighten, and exist apart from others. Its Spells can allow a caster to walk between worlds (almost a kind of time-traveling/teleportation effect), enable your allies to move up the Damage Condition Track by dealing Damage to foes, or temporarily transform in to a [I]Sidhe Lord[/I] from the Bestiary in the Core Book. Though [B][b]THE TUSKED ONE[/b][/B] is not listed directly here, it is, as noted worshiped in three different aspects. They are: [B][b]THE ENDLESS GULLET[/B]:[/b] Exist to endlessly feed, eventually upon its followers. This Daemon laughs at the sick joke of its own existence as a being that seeks to eat everything in a limitless universe. Its followers see the Sisyphean irony of it all, as well. Greed in all forms are its hallmarks. Its Spells can cause nightmares, or summon a huge eating mouth to spring from the earth. [B][b]THE HELLFURNACE[/B]:[/b] A being that would see all consumed by heat and fire, leaving only ashes in its wake. Destruction, Fire and Wrath are its only goals. Its Spells can make an opponent's bones brittle, or turn them into as pillar of salt (thus killing them instantly)! [B][b]THE SLAVERING MAW[/B]:[/b] Brutal, cunning and greedy, this evil being compels its servants to raze, pillage and take the spoils. Its Spells can cause Terror, or temporarily grant Immunity from Peril. Another group of Damons that should be considered together are the [b][B]DAEMON PRINCES[/b][/B], a group of four (or possibly five) Daemons. They are: [B][b]THE PRINCE of CHANGE[/B]:[/b] A Daemon concerned with revealing to man That Which He Was Not Meant To Know, basically for shits and gigs. Almost a Disscordian being, it seeks to ruin through deception, trickery and anarchic, blackly humorous treachery. Its Spells can expel one from the Material Realm (which instantly kills them), or temporarily nullify the power of a Magickal item. [B][bTHE PRINCE OF DECAY[/B]:[/b] Daemon of mortality and sickness. Its followers are bizarrely enamored of disease. Entropy, infestation, and disease are its purview. Its Spells can summon an overpowering odor, or allow one to vomit a corrupt, Infectious spew. [B][b]THE PRINCE OF PLEASURE[/B]:[/b] Patron of artists, torturers and whores. Hedonistic, cruel and perverse. Its Spells can grant Skill Test Bonuses when the caster takes Damage, or allow you to sprout a long and weaponized tongue. [B][b]THE PRINCE OF VIOLENCE[/B]:[/b] Daemon of rage, bloodshed and cruelty. Interestingly, hates Magick and grants none, though its followers may channel chaos into their weapons, making them frightening and deadly. [B][b]THE OUTSIDER[/B]:[/b] Rumored to be a fifth Abyssal Prince, but at odds even with other Daemons on account of its complete devotion to Chaos. Its Spells can temporarily raise the caster's Peril Threshold, or give one greater power to attack [I]Abyssal[/I] foes. [B][b]THE THIRTEEN[/B];[/b] Actually several Daemons joined as one, concerned with treachery and backstabbing. Its Spells can summon caustic rain, or hordes of biting and stinging vermin. [B][b]THE WITCH-QUEEN[/B]:[/b] A once-human witch who was so evil that she was struck down by Daemons, yet rose again as one of them. Narcissistic and vindictive. Her Spells use Magickal cold to deal damage, or cause opponents to be stricken with Terror. Some of these new Spells are quite deadly and powerful. But many have severe drawbacks, and even those used to aid one's allies may carry great risks that can also imperil or harm them. Such is the way of Daemons. And, as with the Spells in the Core Rulebook, there are rewards for Critical Successes, and Penalties for Critical Failure. Severe penalties. One thing that strikes me upon reading this Chapter (and comparing it with Chapter 10 of the Core Rulebook, is that Main Gauche has added many options while avoiding the "power creep" that so often comes with RPG expansions. Variety, without sacrificing balance. I'll also point out that Main Gauche has A LOT fewer typos so far than the Core Rulebook did. So few, in fact, that I'd have hardly noticed them if I hadn't been on high alert after reading Zweihander. So, a massive improvement in that department There's a little more to Chapter 6, but I'm going to have to finish it later. I think one more post should do the trick. Again, sorry it's such slow going this time around. I haven't forgotten, and it will get done. Thanks for your patience. [/QUOTE]
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