Glaugust #4: Misty Scroll, Misty Stroll

Glaugust 4 is "A lost spellbook, its contents, and the factions/individuals that vie for it!" I had a few ideas for this one, but as always a random joke from my nesting partner became the most fruitful of them all. Thanks Lilly <3

 

Izin the Lost was a wizard of great renown in Cushad, the island nation to the north. Over misty croppings of stone and across pale plains of grass Izin commanded a group of highly efficient assassin-wizards, who made the wealthy and powerful of Cushad quake with fear. Of course, in those days the regulations placed upon murders in Cushad were still new, and standard practices had yet to be developed. Many people offered mercenary services and some even included clandestine work, but it was far from the sprawling bureaucracy of licenses and blessings it is today. Izin charged significantly less than the competition, and outdid them all in quality. He soon had an almost monopoly on the assassination game! No trace, no failures, and no traditional announcements of targets or reasoning plastered on the wall of the local temple. Izin did not find this old practice to be necessary, and much preferred the secrecy it afforded his group. 

They were known as The Mourners, for it was said the assassin would attend the funerary service of the target, shedding genuine tears for their victim. Izin's philosophy regarding assassination was strange, because he didn't believe in the right of all men to take the lives of their rivals in honorable proxy-combat, nor did he believe a man should make money in whatever he is most skilled at (even should it be killing.) No, Izin believed that life was not sacred, and he feared death. His greatest worry was that one day he too would die meaninglessly and leave no great legacy on the earth. So, he decided the merciful thing to do would be to dispense death in a gentle and loving way. Anyone could afford the Mourners' services, and Izin would gladly end any life should someone deem it necessary. Izin believed it was his duty to make their passing as easy as possible.

Izin's acolytes were trained in the Tragic Blow style, which rumors said allowed them to simply grasp and still the heart of a sleeping person from through their bedroom door. This is true, of course, but the strength needed to stop a heart from that distance was rare, and the few who possessed it soon abandoned the Mourners for more selfish pursuits. Izin documented his forms and spells in a scroll titled Walking through the Mists, which he taught from himself to initiate new members. Izin's memory was famously bad, and he kept the scroll on him at all times. Perhaps this was paranoia that someone would steal his hard earned spells, or perhaps he would've forgotten them all had he not kept them so close.

Izin was dubbed "the Lost" late in life, when a disease of the brain took him. His state deteriorated rapidly, and he disbanded the Mourners in order to secret away their techniques, lest someone less understanding than him use them to deal out death that was unjust. Only Izin could truly know what was just, in his mind. A bronze statue that was supposed filled with Izin's vital organs was erected at Darasar, Cushad's capital city. His will stated that this would ward off the ill-tempered from performing extralegal or inexcusable murders, and Darasar was happy to make a site of honor for someone they deemed to be a saintly practitioner of magic.

 

Walking through the Mists is a thick aqua-colored paper scroll around a slate rod, with messy scribbled handwriting. It is written in an archaic dialect of Cushadi.

1. This section is a series of inked diagrams meant to instruct someone in a martial arts form; The Tragic Blow Style.

Δ Tragic Blow Style
Spend one month practicing the forms depicted in the scroll for one watch every day.
You deal 1d6 damage while unarmed, and these attacks reach 3x as far by sending energy through the air. You can also strike through solid objects and creatures. You may use this ability to grapple and move the insides of targets, but your Strength score is halved while attempting such a fine maneuver.

2. Poetry about the beauty of youth and the importance of cooperation, somehow in a melancholic tone. Rambles for a while, but leaves a lingering sense of worry behind, and a motivation to do more with your group.
3. Mist Clone - Summon [Sum] clones that copy your actions and can move as you will them to. Clones have 0 HP and are destroyed when harmed or in windy weather. They last [Dice] combat rounds before dissipating. Margins contain doodles of various Tragic Blow poses, multiplied many times.
4. Watercolor painting depicting a foggy shore surrounded by 3 trees that have figures crouched within, arms outstretched towards the edge of the horizon. The center of the horizon line holds a scroll that resembles this one. Above, it reads "Where hands combine, mists gather." All sections following appear blank until 6 hands touch the scroll's surface while performing a Tragic Blow.
5. Call Rain - Summon a gentle rainstorm for [Sum] hours. Extends in a radius [Dice] hexes around you.
6. Leap - Jump up to [Sum x5] ft. forward or up for [Dice] minutes.
7. Several scribbled out attempts at writing a recipe. The margins contain the necessary information. Scribbled out names include "Annihilation Draught" and "Numbness." Bloodstream poison that removes all sense of pain.
8. Sense Pulse - You can feel the pulse of all creatures out to a distance of [sum] x [dice] ft.
9. Gray Flesh - Heals a still target for [Sum +] HP, but reduces their Maximum HP by [Dice]. HP is restored at a rate of 1 per day of bed rest. Spell is barely legible as it is written beneath a quick watercolor of a shore.
10. Mist Cloak - A cloud of obscuring mist [Dice] x10 ft. wide follows your movement. From outside the cloud, nothing can be seen. From within, everything is silhouettes. Lasts [Sum] minutes.
11. Misty Stroll - [Dice] targets disappear into a mist or fog bank. They may move instantly between any point in the cloud and may exit at their will. Remain in the cloud for [Sum] minutes. Surrounding the spell are notes on the exact speed of travel.
12. Cleanly written recipe for a delicious egg tart. Anyone who reads the entire recipe is psychically assaulted by the Oven Devil bound within the text. They believe they are burning slowly, roasting alive while the demon looks on. It can be reasoned with, and may be willing to strike a bargain. Wants the recipe that binds it to be broken by cooking the egg tart and feeding it to a new body for the devil. It will accept any body but prefers one crafted from cookery, steel and filled with firewood.

Oven Devil
HD: 5 (35 HP) Armor: Chain, immune to fire
Wants: To eat sinners in sumptuous feasts
Morality: Gleeful adherence to the letter of the law
Morale: 8
Intelligence: Gifted chef, single-minded
Move: As normal
Damage: 1d8 heatwave / 1d8 fork

Each round, may use the following ability once.

Bake
Converts the room it is in into an oven, dealing 1d6 fire damage each round to all things inside. Will gradually catch flammable objects. Increases to 1d8 damage after 3 rounds, then 1d10 after 6. Can only have 3 rooms heated at a time.

13. Watercolor depiction of a grave, its obelisk cutting through the center of the field. The sky is a beautiful purple wave. The sun is a beautiful crushed-ice-cut-ruby worth 500gp.
14. This section is absolutely stuffed full of overlapping notes on the properties of water, musings on mortality, and drawings of blood vessels.
15. Eye Pact - Up to [Dice] creatures share a blood pact, and can thereafter see through each other's eyes at will.
16. Diagrams and formulae describing how to dry out a rare seafaring worm, for use as poison. If stored in a glass vessel and then blown into a creatures face, will cause brain death in minutes. Margins detail the many deaths caused while teaching the proper usage.
17. Entomb - Captures the soul of a creature whose organs are sealed in a vessel roughly the shape of their body, allowing them to sense through the vessel's eyes, ears and other extremities for [Sum] years. Requires [Dice] years off the life of the caster.
18. Hastily scribbled notes on combining the poisons described in earlier sections. When combined into a topical salve, destroy the body part applied to. Limbs turn gray, eyes melt out, extremities fall off. None of this is felt. There is a comically large X over the notes, and a splattering of blood.
19. Ramblings of Izin while in the throes of psychosis. Non-sequiturs, detached from reality. Harrowing to read. Hidden inside the text are the means necessary to cast
Reveal Traitor - You can read the next [Dice] thoughts of one target.
20. This section was removed, and the edge of the scroll is tattered and worn.

 

(1d6) Who is looking for this scroll?
1. Former Mourner Tova, long aged out of the assassin game. Wants to pass it on to her children.
2. Thrognaren the Cook, who heard a rumor that a great chef's spirit is trapped inside the scroll.
3. The Black Nail Clan, who were rivals of the Mourners that dealt in cruelty and humiliating death. Want to destroy the scroll publicly.
4. Wakai, a young white dragon who wants to become the merciful ruler of the world.
5. Her Empire's National Library Trust, in an attempt to bolster their spellbook display.
6. The warband of Krzak the Blade Devil, looking for their camp cook.

Glaugust 2026 #3: Dracula!

 Vampires  are a perversion of the natural order, harmed by that which nourishes all life and able to manipulate their bodies in grotesque and unholy ways to pursue their goals. Created by activating specific sites in the brain or by conversion from a sire, some develop their body manipulation techniques into strange biological powers such as relaxing their muscles into long strands of supernaturally strong rope or superheating their body through fever.

"Dracula" is another creature entirely.

 

Impala the Pillar-Man, aka Dracula

HD: 30 (240 HP)

Appearance: extremely handsome and muscular 50 year old man in crimson platemail. Braided raven hair, auburn skin and piercing cold eyes, neat goatee.
Voice: thunderous and seductive simultaneously.
Wants: to restore his lost tribe, or otherwise cure his loneliness.
Morality: the shadowy remnants of nobility.
Intelligence: perhaps the smartest man alive, but learning modern sciences as they are introduced to him. A living time capsule.

Armor: Plate+Shield. Divides all damage received by 10, as he deals Megadamage.
Move: 2x normal
Morale: 12
Damage: see below 

Each round, Impala may use 1 of the following abilities.

1. Flurry of Blows
1d4 megadamage chop / 1d4 megadamage chop / 1d6 megadamage kick.

2. Drain Life
1d12 strike, sinking Impala's fingers into the target. This saps their vital fluids and restores Impala's HP by damage dealt.

Impala may use the following ability once per day. Out of some sense of honor, he will not use this ability on those he deems unworthy opponents or at the beginning of a fight.

Hell Division
Impala splits his body into quarters, scattering huge pools of dark viscera. These then regenerate their missing portions, creating 4 Impalas each with a quarter of his remaining HP.  


Impala predates history. He has taken many names throughout time, but his most famous was Vlad the III. 

Should you ever gain his ear, he will claim that he discovered the acupuncture that led to the creation of vampires, before a usurper created the stone masks and annihilated his species. Impala is mournful of the Tribe of Darkness, and everyday seeks a way to restore his people or somehow turn a vampire into a so-called "Pillar-Man." Impala longs for companionship, but mistrusts the motives of those who seek him out. Vampires in the party have an easier time gaining his trust, as they both must shelter from the sun.

Impala is often brooding in his remote castle, surrounded by mindless zombies and supplicant vampires. None are his intellectual equals, and he is thus starved for stimulation. News from the outside world will entertain and delight him, no matter what it is. He last had a companion who traveled outside his domain in the year 1924. He still mourns Lenin to this day.

Impala is a hopeless romantic, and values partners over platonic ones. He is pansexual and polyamorous, and his castle is kind of wild for this reason. It is filled with squirming pleasure-drunk vampires, enthralled humans who hope to be granted immortality for their service and zombie attendants with glasses of delicious liquors on silver platters. He has taken many lovers over the years, and has treated them all as respected equals. His most recent lovers were a wealthy husband and wife who sought him out to become immortal. He granted their request, and they brought him news from the outside world every few months. Impala can be paralyzed with grief for 2 rounds if the name of a dead lover is said to him.

Impala is still alive because he is still, after all these years, optimistic that he will find an equal or restore his people or otherwise find a community that lives on his level. Think Omniman with no Viltrum Empire to serve. 

Glaugust 2026 #2: Cave Monster Classes

My second prompt for Glaugust is "Classic Monsters as Classes," which excites me a lot! After some thought and discussion with my partners, I have decided to do two monsters; the intellect devourer and the bulette! They're a little less iconic and maybe therefore less classic, but IM in charge here and I get to pick!!! For these classes, I don't imagine you are literally playing as a monster, more that their abilities have been turned into a class for any humanoid to take. In order to play them as the quadruped beasties they typically are, add this feature to both classes' Template As.

 

Beast - You are a monster or animal. You cannot wear or use standard equipment, but can use things designed for a horse or similar creature. Your starting equipment is designed for your body. You are frightening to behold. Your party will need to do some serious convincing that you're tamed. Your claws rend for d6 damage.

 

Class: Intellect Devourer 

You were experimented on by mysterious cave dwelling aliens. Your brain and body have been psychically and surgically altered to become a watchdog for their pod, but something in your programming went wrong. You still have free will.

Skills (1d4): 1. Caves 2. Torture 3. Guarding 4. Interrogation

Starting Equipment: Starry vestments, rough rope bracelets with purple stone woven within, a vessel containing a living brain (4 Intelligence)

 

Templates

A. Thought Eater, Telepathy

B. Sense Intelligence 

C. Psychic Puppet

D. Possession


Thought Eater - You cannot consume normal food, you have a trained revulsion to eating sensations. Instead, you must devour 4 points of Intelligence per day to survive. You can drain Intelligence from a living creature standing motionless within 4 arms' lengths at a rate of 1 point per minute. They may make a save to resist, but you can try again after 2 combat rounds of recovering from the psychic feedback. The referee or targeted player character will describe a belief, thought or memory consumed for each point drained in this way.  

When a creature reaches 0 Intelligence, they suffer brain-death. If a creature is not drained to 0 Intelligence, they may regain points at a rate of 1 per day of therapy by a doctor. Thoughts consumed will not be recovered, however.

If a person is drained to 0 Intelligence, you gain 1d2 Intelligence permanently.

Telepathy - You can speak with willing creatures through their minds from within the same room. If you ever need a maximum limit, it is roughly 4 body lengths away. You can speak with unwilling creatures, but they get a save to shut you out after 4 words.

Sense Intelligence - You know the exact direction and location of all creatures that are as intelligent as a 5 year old human within the hex you occupy. If not using hexes, it is roughly 6 miles. You can locate a specific creature on a 2-in-6 chance, so long as you know what its face looks like. If you fail this check, you are wracked with loud thoughts and lay writhing in pain for 1d4 hours.

Psychic Puppet - When you drain a creature's intelligence to 0, you may choose to puppeteer their body before they die. Your own body becomes unconscious, and you now control the creature as if it were your character. The referee will detail their statistics and other relevant facts to you, and you can access any of their memories at will. You use your own mental statistics instead of the creature's. If your original body is harmed, you are shunted out of the puppet. The puppet immediately dies when you stop the puppet show. You must still consume intelligence to survive while inhabiting this body, but your puppet will not be sustained and will starve at the normal rate.

Possession - You may use your Psychic Puppet feature on living creatures, so long as their Intelligence is lower than yours.


 Class: Bulette

Your nails are hardened and curled for shoveling soil, your brow and nose are stony and your spine protrudes an unnatural length. No one knows why you became this way, but you do; to see the world beneath your feet! To revel with worms and hum with the heart of the planet, to taste the blood and smell the bones of Gaia's beautiful body!

Skills (1d4): 1. Caves 2. Eating 3. Minerals 4. Running

Starting Equipment: Thousands of thin white scars, clay caked all over, razor teeth (d8 damage)

 

Templates

A. Burrow, Darksight

B. Goring Leap, Tremorsense

C. Tunnel, Ferrophage

 

Burrow - You can bore through soft soil, sand and gravel. It is nearly instant and you can move up to your running speed while burrowing. The narrow tunnel you leave behind collapses after 5 minutes.

Darksight - You can see in total darkness, though edges are blurred and there is no color.

Goring Leap - You can leap 6x your body length in a single bound, and can attack for free at any point in your jump. You deal +d6 damage on melee attacks made as part of a Goring Leap.

Tremorsense - You can sense motion and weight in an area 6x your body length, so long as that motion or weight touches the ground. 

Tunnel -  You can bore through solid stone. You may also extrude a waxy substance through your palms that preserves your tunnel for 5 hours.

Ferrophage - You can consume a ration sized lump of metal or stone, though it does not sustain you.

Glaugust 2026 #1: Primates and The Awakening

 Excited to be doing Glaugust this year! It'll be my first, and I think it'll be a nice return to blogging for me. 

Here we goooooo

 

 Species: Gorilla |  Reroll STR+3 | You can lift and carry 10x a mere man | You cannot speak verbally 

 

“The Great Zoo of Galderad has opened today to startling news; the gorilla display has been vandalized! Someone 

broke inside of the display during off hours and wrote messages on the inside of the viewing windows in an attempt 

to frighten visitors. Scrying has yet to be used, as a prank of this sort is not believed to be very important by Her 

Defenders. Messages ranged from ‘Let me out’ to ‘I am thinking’...” Excerpt from Her Empire's Times


This article was distributed a few months before their awakening was undeniable. For that intervening period, many 

such “pranks” were reported at zoos, ecological sites, and exotic pet owners’ homes. In the background, secretive

 groups of wizards and many druid conclaves convened to diagnose what was happening. Was something possessing 

gorillas? Was a rogue spellcaster awakening them to a higher consciousness? Druids had long since believed human 

consciousness to be a mistake, so the cases of it being inflicted onto such noble beasts were seen as wildly cruel. 

Many accused high profile Wizard Eccentrics of the crime, but before battles could break out between the wizards 

and the druids an answer appeared.


A collective known simply as O (always depicted in green pigment) began destroying enclosures of gorillas and 

other primate species and setting the animals free. These releases were always preceded by anonymous 

correspondence to the owners urging them to release them as they were “children of the stars, same as any human

or elf or orc.” After the request was inevitably ignored, O would free the captive animals and disappear with them, 

and it would later be learned that they were returning them to natural habitats.. Their calling card, a simple 

depiction of their name in splattered chloroplasts, made them quite a novelty in the news before their public debut.

O revealed themselves in a public demonstration at Her Empire's capital as a group of sympathetic peoples, 

druids, and newly conscious gorillas who believe that they were the star-wandering progenitors of the human race.

 After near destruction in a great cosmic calamity, these space gorillas deployed an emergency cache of young to a 

distant and life-supporting planet (Ours) with minds wiped. The reason for this consciousness reset is unclear, but 

many O members believe the threat that nearly destroyed them was something that targeted the mind of sapients in 

ancient times. After reaching our planet, gorillas adapted to nature so well that sapience never reemerged. Gorillas 

eventually developed into the wide range of primates that can be found here, most notably humans. Some O 

members don’t believe all of this, but this is the public line.


So, why now? What caused all gorillas in the wild and living in captivity to simultaneously develop minds? O is 

not sure, but theories range from a deity’s intervention to an implanted failsafe in the original spell that wiped their 

minds. Regardless of the reason, people have been reacting to the emergence of a new sapient species in many 

ways. Some are receptive, having been taught that anything thinking is an equal. They welcome the new people 

into the world with open arms. Others are reluctant to even acknowledge a new people, stuck inside the old 

separation between animal and person. Gorillas often challenge this division, seeing all animals as worthy of 

autonomy and respect that equals a person's. 


Gorillas are often strict vegans and nudists, believing that the natural world must be unaltered and to make as 

little an impact on the lives of other beings as possible. This is paradoxically not applied to other sapients, who they 

often gently try to convert. Many who live in community with other peoples “liberate” housepets from their 

owners. Gorillas have largely remained in the wilderness, however, still being familiar with the lifestyle of their 

predecessors. Though now it is common to see gorillas with carefully carved spears, nets woven of thick braided 

vines and roaring fires under scraps of abandoned metal now serving as cookware. They are hospitable, 

welcoming those who crave the mostly natural lifestyle and those who simply want a paper published about them 

with equal kindness.


 “We are not going to devolve into small, simpering babes unable to survive without this or that tool. Our bodies are 

our greatest gifts, and this world provides all we need. Yet, we feel now the pull of innovation and convenience just 

as you do. We will be tempered by our love for the planet, and will not indulge so much as to weaken ourselves or 

become reliant. A spear is one thing, but my fur will never be covered by a dress or woolen pants.” - Quote from 

Ong, Matriarch and Speaker for the Kikiro Wetland Forest


These tribes of gorillas have found much in common with those displaced by Her growing Empire, and those who 

live on the outskirts of charted land. Many have elected to be the muscle that protects these unspoiled spots of 

nature from colonization and exploitation. Those gorillas affiliated with O are often also trained in druidic arts, 

though they see the “question of thought” differently than most sects. Gorillas see their awakening as a gift, an 

ability to ascend higher than just meeting their baseline needs. They believe all animals will one day awaken to 

sapience. and on that day all will be in community with one another. Druids HATE this line of thinking, but are 

reluctant to rally against a gorilla druid clan as they are naturally gifted in the arts.


There are some gorillas who dwell in the denser parts of Her Empire, often originating from zoos. These gorillas 

tend to speak highly of industrialization and the expansionism of humans, believing that this is the legacy that their 

progenitors left for them: to one day reconquer the stars! They have often been taught or raised by scholars or 

wealthy owners who relished the novelty of a talking, thinking animal companion. They believe primates are the 

most superior of all animals, and often keep lemurs and monkeys as pets to further illustrate their greatness when 

they are set free from their family. These gorillas often integrate into businesses or groups as mascots, get into 

major religions, or strike out on their own as adventurers. The image these gorillas cultivate as “Human

Supplicants” are dire and embarrassing to O.

The Gift of Revelation

Clerics are found in their childhood, often in distress. The Sight is not meant for ones so young, but the weight is what separates those who will be useful from those who buckle. The Gods do not choose to bestow The Sight, but they will always find uses for the Seers.

What is The Sight?
Its not seeing into the future so much as it is seeing into Heaven. The cleric's body is stiff and cold, their mind transported into their God's domain. It can last anywhere from minutes to hours, and it is more intense when the cleric is surrounded by symbols of their God. Candles, effigies, flames, storms, whatever the God presides over. The rank, the power, the command a cleric has here on Earth is based on how much they retain from their visions. The more clear and straightforwardly correct, the higher in their conclave they rise. The leaders under each God are said to have perfect recall and total clarity, but they are not often forthcoming with their knowledge.

How do I prove its The Sight?
Its common for Clerics to treat the mentally ill, so its also common for them to check visionary statements and claims of divine sight. There's no telling what God a given child will have sight unto, so in each country's cities there will be collectives of Clerics from across many domains who will corroborate symbols and evaluate predictions against their own. This is all to help sort out the sick from the seers, but there are many who fall through the cracks. Clerics are still human, and will sometimes be unable to see the truth. Young radicals claiming they have sight that contradicts the established order is where most conclaves got their start, but what order would admit that and move over for the new kids?

What is my vision?

Where you are standing...

1.

EmptyTemple

2.

MassiveHall

3.

SilentBedchamber

4.

BrokenForest

5.

ThrummingDesert

6.

ChoralCourtyard

7.

MarbleOcean

8.

RainyTown Square

9.

MossyBarracks

10.

TwilightTower

11

BurningRuin

12

GoldenMeadow

13

SilverClearing

14

FullShade of Tree

15

MidnightLake

16

DaybreakBeach

17

OvergrownMountaintop

18

FloodedShrine

19

AshenGate

20

ShimmeringThrone

You witness...

1.

EndlessElephant

2.

AncientBattle

3.

FoggyLight

4.

WeepingHorde

5.

SingingChoir

6.

DistantParade

7.

NearWar Band

8.

YourAngel

9.

TheBeast

10.

NostalgicFather

11

LovingMother

12

HatefulInfant

13

GloriousLion

14

WoefulBush

15

StoicTree

16

WarmDemon

17

ColdCornucopia

18

RuinedWall

19

BlackenedRiver

20

PearlyFlame

The word on your lips when you come to...
1-2.       Weal
3-4.       Woe
5-6.       What