The Drummer - Wolf-packs and Winter Snow

One of my favorite games in the OSR field is Wolf-Packs and Winter Snow by Dying Stylishly. Most of my Spirit Magic related blog posts actually started out as houserules for my own sessions of this neat eldritch caveman simulator.

Anyway, there's a bit of a lack of a cavalier or bard analogue in the game, so I made my own. Short post, but I hope you enjoy.

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The Drummer

Drummers memorize a set number of Rhythms to use per day.
They cannot cast spells without their drum. Each dancer follower adds +1 to their Art roll.
Every Rhythm requires an Art roll unless success is guaranteed.

Level
XP Total
Hit Points
Save
Att. Bonus
Rhythms / Day
1
0
D6 Flesh, D6 Grit
15
+1
2
2
20
+1 Flesh, +D6 Grit
15
+1
2
3
40
+1 Flesh, +D6 Grit
15
+2
3
4
80
+1 Flesh, +D6 Grit
15
+2
3
5
160
+1 Flesh, +D6 Grit
13
+3
3
6
320
+1 Flesh, +D6 Grit
13
+3
4
7
640
+1 Flesh, +D6 Grit
13
+4
4
8
1280
+1 Flesh, +D6 Grit
13
+4
4
9
2560
+1 Flesh, +D6 Grit
10
+5
4
10
3840
+2 Grit
10
+5
5
11
5120
+2 Grit
10
+5
5
12
6400
+2 Grit
10
+5
5
13
7860
+2 Grit
8
+5
5
14
8960
+2 Grit
8
+5
6
15+
+1280
+2 Grit
8
+5
6

Rhythms take 1 Action to drum.
Rhythms can be modified beyond their original purpose with:
A successful Art roll. A failure means the Rhythm is broken and does not take effect.
A successful Save against Magic. On a failure the Drummer rolls on the Magical Backlash table.
Generally, the number rolled on the Art roll is the number of targets affected.
Generally, the Drummer’s Grit HD determines the number of turns the effect is active.

Rhythms

Heron Dance - A humanoid target drops what they are doing and begins to dance. For a number of turns equal to your HD, you can use them to play another Rhythm as if they were a dancer follower. Targets get a Save against Magic every turn. Targets are automatically released once used to cast another Rhythm. This Rhythm must be re-rolled every turn it is active.

Turn Beast - A beast or a number of beasts whose Flesh Hit Dice equal the number on the Art roll flee.

Thunder Wall - You create an invisible dome around you. The radius in feet is equal to your HD to max of 10. This Rhythm must be re-rolled every turn.

Bear Dance - Targets drop what they are doing and begin to war. For a number of turns equal to your HD, they gain +2 to all melee attacks, their AC takes -2, and they lose 1d4 Grit per turn. Targets must attack each round. Targets cannot make ranged attacks. Targets get a Save against Magic every turn. This Rhythm must be re-rolled every round it is active.

Demand Answers - A local spirit comes into contact with your party. They will answer a number of questions equal to the number on the Art roll. They are not bound to honesty but will not attack.

Channel Spirit - A local spirit inhabits a single target’s body. The number on the die reflects the number of turns the effect is active. Targets are forced to make a Save against the spirit. On a failure, they are controlled by the GM. On a success, the target gains one feature randomly:

  1. The ability to breathe fire
  2. The ability to leap several times one’s own height
  3. The ability to disperse into small animals
  4. The ability to turn to unbreakable stone at will
  5. The ability to breathe underwater
  6. Drummer’s Choice

Spirit Dance - With this Rhythm, the drummer targets inanimate objects, and may animate them. The drummer has a number of HD equal to the Art roll that they may grant to an item or more as they see fit. The items spring to life and may attack or be commanded to do as their intended purposes. This Rhythm must be re-rolled every turn it is active.

Calm Magic - Magic-Users gain a +1 to their Art rolls and do not suffer backlash on successful experimental spells. Saves against magic gain +1.

Serpent Dance - For a number of turns equal to your HD, once per turn, targets may attack again immediately after a successful attack.

Work Beat - Crafting rolls gain +1. Items created while this Rhythm is active have a 1-in-6 chance to gain a +1.

Land’s Hum - Foraging and Tracking rolls gain +1. Attempts to tame a creature while this Rhythm is active have a 1-in-6 chance to be instantly effective.

Leisurely Rest - Target gains 1 point of Flesh provided they are not in combat.

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