Adventure Calendar #20: Schools of Swordplay

Day 20 of my Adventure Calendar. For 24 days, up until Christmas, I plan to release a lil bit of RPG content. Want to join as well? Join the jam!

Image: Samurai Trees by Alex Nice

Learning new skills in Block, Dodge, Parry is about finding new trainers. However, historically, sword training was also formalized within schools and academies. So, let’s dive into that!

I’m going to theme this after ‘swordplay’ in general; whether that features longswords, rapiers, katanas or fuck it, axes, is up to you. Also, roll or pick, whatever you feel like.

Location of the School

The school is…

  1. In a prestigious location, in or near a major city
  2. In the countryside, where a small town has sprung up around it to support and facilitate the school
  3. In a known remote location, with the route, there being a challenge in and of itself
  4. In an unknown remote location (”Somewhere in the Daggerpike Mountains”)

Access to the school requires…

  1. Large funds
  2. A reputation as an honorable defender of the people
  3. A reputation as a skilled warrior
  4. Winning at least 5 public duels against warriors of equal or higher skill (HP)
  5. Completing a challenging quest, such as retrieving a rare plant from a hidden valley
  6. Challenging and killing a current student in a duel

The school focuses on…

  1. Defensive techniques
  2. Offensive techniques
  3. Unconventional techniques

Defensive Techniques

The school is known as…

  1. The Shieldheart Academy
  2. The Stone Brotherhood
  3. The Wardens of the Wall
  4. The Ironguard
  5. Sentinel’s Grace
  6. The Way of the Bear

The school can teach…

  1. Armor Expert. Any armor you wear loses the Bulky tag.
  2. Defensive Posture. You know how to wield Fast or Balanced weapons in a defensive manner and gain +1 Armor when not using a shield or weapon in your other hand.
  3. Protect. If allies are in the same melee as you, you can give up your Action to draw all attacks to yourself instead. Declare this at the start of a round.
  4. Firm Grip. You can never be disarmed as long as you’re conscious.

Its headmaster is known to be…

  1. Steadfast
  2. Wise
  3. Patient
  4. Humble
  5. Diligent
  6. Empathetic

…but…

  1. Rigid
  2. Cautious
  3. Skeptical
  4. Reserved
  5. Stern
  6. Methodical

Offensive Techniques

The school is known as…

  1. The Way of the Raven
  2. Warhawk Commandery
  3. Academy of the Flame
  4. Guild of the Wolf
  5. The Stormschool
  6. The Path of Fury

The school can teach…

  1. Brutal Blows. When you deal 10 or more damage in a single attack, the target’s attacks are Impaired in the next round.
  2. Merciless. When you inflict Critical Damage, the target loses a limb or is disemboweled. This immediately triggers a Morale Save upon enemies.
  3. Momentum Master. When you kill or Critically Damage an enemy, you can attack again.
  4. Savage Strikes. Make an Enhanced attack at the cost of 1 Fatigue.

Its headmaster is known to be…

  1. Bold
  2. Decisive
  3. Passionate
  4. Confident
  5. Assertive
  6. Energetic

…but…

  1. Impulsive
  2. Aggressive
  3. Arrogant
  4. Reckless
  5. Temperamental
  6. Unyielding

Unconventional Techniques

The school is known as…

  1. The Way of the Serpent
  2. Foxstep Academy
  3. Whisperwind Dojo
  4. Windweaver School
  5. Shadowdance Conservatory
  6. The Zephyr Enclave

The school can teach…

  1. Patient Strike. If a DEX Save would be made against an opponent to see who goes first, you can choose to fail before rolling. Your strike will be Enhanced.
  2. The Snake’s Parry. When performing a Parry and rolling equal damage to your opponent, you win the parry.
  3. Wind’s Wrath. After performing a Dodge, your next attack against the attacking opponent is Enhanced, but only if you attack this foe at the first possible opportunity.
  4. Mountain’s Flurry. A remarkable technique, which allows its wielder to overpower weak opponents. Depending on your Max HP, make multiple attacks against lesser foes. When making multiple attacks, roll your damage dice multiple times and pick the highest result.
    • If your Max HP is between 7 and 12, you can make 2 attacks against foes with 1-6 Max HP.
    • If your Max HP is between 13 and 18, you can make 3 attacks against foes with 1-6 Max HP, and 2 attacks against foes with 7-12 Max HP.

The 4 techniques listed above are new, and have not been seen in Block, Dodge, Parry before!

Its headmaster is known to be…

  1. Clever
  2. Agile
  3. Innovative
  4. Charismatic
  5. Adaptable
  6. Witty

…but…

  1. Deceptive
  2. Manipulative
  3. Evasive
  4. Unpredictable
  5. Sarcastic
  6. Restless

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