NUELOW Games
Saturday, August 8, 2026
RPG-a-Day #8: Resolve
Friday, August 7, 2026
RPG-a-Day #7: Mercy
Thursday, August 6, 2026
RPG-a-Day #6: Reach
You can elongate your body and/or limbs to extend your reach. You can extend your limbs to make any attack within 15 feet a melee attack. “Snapping back” to your normal shape is a free action.
Once elongated, you can make melee attacks within your new reach as a standard action. If you can’t accurately sense your target (you’re elongating around a corner, for example), apply the rules for concealment. In addition, Elongation allows you to wrap up and entangle an opponent within the elongation range (+2 to grappling checks).
Wednesday, August 5, 2026
RPG-a-Day #5: Burden
1. The Alchemist's Volatile Shipment
Hook: A corrupt merchant captain has agreed to transport twelve barrels of unstable alchemical compounds through the port city's busiest harbor. The barrels are leaking, and the fumes alone have already killed two dockworkers. The alchemist who created them has gone into hiding, the captain refuses to unload without full payment, and a rival crime syndicate plans to steal the shipment tonight.
What's at Stake: A single spark could trigger a chain reaction that would level half the docks and kill thousands. The compounds are destined for a war zone where they'll be weaponized against civilian populations. Players must decide whether to alert the authorities (risking a diplomatic incident with the captain's home nation), attempt to neutralize the cargo themselves (requiring specialized knowledge), or trace the buyer and stop the transaction at its source.
2. The Crown of Whispers
Hook: A cursed artifact known as the Crown of Whispers is being smuggled across three kingdoms in a hollowed-out statue. The crown drives anyone nearby slowly insane with paranoid delusions. The smuggling crew has already turned on each other twice, and the artifact's current location is unknown after the last courier went mad and fled into the Haunted Forest with it.
What's at Stake: A wealthy collector has paid a fortune to acquire the crown, intending to use its curse against political rivals. The crown's influence grows stronger the longer it remains in one place, and it's now affecting an entire village near the forest. Players must track the mad courier, resist the crown's influence themselves, and decide whether to destroy it (angering powerful people), deliver it (enabling atrocities), or hide it somewhere it can never be found.
3. Plague Caravan
Hook: A mysterious plague doctor has joined a merchant caravan traveling the eastern trade route, carrying sealed vials of a weaponized disease. Caravan members are falling ill with symptoms that don't match any known plague—violent fever, paranoia, and a compulsion to spread their infection. The plague doctor claims to be transporting samples to create a cure, but their destination is a war-torn region where biological weapons are in high demand.
What's at Stake: If the vials break or the disease spreads beyond the caravan, three major cities along the route could face an epidemic. The plague doctor may be telling the truth about seeking a cure, or they may be a bioterrorist. Players must quarantine the caravan, identify who's infected, secure the vials, and determine the doctor's true intentions—all while potentially exposed to the disease themselves.
4. The Sunless River
Hook: A network of underground rivers and caves serves as a smuggling superhighway beneath the kingdom, allowing illegal cargo to bypass all surface checkpoints. When a shipment of stolen dragon eggs goes missing in the dark waters, both the smugglers and their dragon-cult buyers hire separate groups (including the players) to retrieve them. The deeper into the caves they go, the more they discover this isn't a natural cave system—something built it, and something still lives down there.
What's at Stake: The dragon eggs are close to hatching, and newborn dragons imprint on whoever they see first. The underground ecosystem is home to creatures that have never seen sunlight, some intelligent and territorial. The smuggling network is used by multiple criminal organizations, and exposing it would disrupt half the illegal trade in the kingdom—but also strand dozens of refugees who use it to escape persecution. Players must navigate the dark waters, compete with rival search parties, deal with whatever built the caves, and decide whether to return the eggs (enabling dragon-cult activities), keep them (raising dragons), or destroy them.
Tuesday, August 4, 2026
RPG-a-Day #4: Charm
While wearing this bracelet, the character gain the following benefits:
Gains a +2 bonus to Initiative rolls
Prophetic Vision (4 charges): As an action, the character can expend 1 charge to cast Divination without material components. Alternatively, the character can expend 2 charges to gain the effects of Foresight on yourself for 1 minute (instead of 8 hours). The bracelet has a maximum of 4 charges, and it regains 1d3 expended charges daily at dawn.
Starlit Clarity: Once per long rest, when the character or an ally within 30 feet of you makes an attack roll, ability check, or saving throw, he or she can use a reaction to grant them a +4 bonus on that single roll.
Monday, August 3, 2026
RPG-a-Day #3: Poise
Poise Mechanics for the d20 System
What is Poise?
Poise represents a character's ability to maintain composure, grace, and control under pressure. Unlike other ability checks that measure raw capability, poise checks determine whether a character can execute actions smoothly without betraying nervousness, losing balance, or succumbing to stress. Poise is not a separate ability score but rather a specialized check that draws upon existing abilities—most commonly Wisdom (for mental composure) or Dexterity (for physical grace).
Key Applications:
Maintaining composure during social pressure
Keeping balance in precarious situations
Resisting visible signs of fear or stress
Performing delicate actions under observation
Controlling involuntary reactions
Making a Poise Check
When the GM calls for a poise check, follow these steps:
Roll 1d20 - Roll a twenty-sided die
Add Modifiers - Apply relevant ability modifier (typically Wisdom or Dexterity) plus any circumstance bonuses or penalties
Compare to DC - If your total equals or exceeds the Difficulty Class, you succeed
Formula: 1d20 + Ability Modifier + Circumstance Modifiers ≥ DC
Which Ability to Use:
Wisdom (Poise) - Mental composure, emotional control, resisting intimidation
Dexterity (Poise) - Physical grace, maintaining balance, smooth movements
Charisma (Poise) - Social grace, maintaining façade, performing under scrutiny
The GM determines which ability is most appropriate for the situation.
Difficulty Classes for Poise
| DC | Difficulty | Example Situations |
|---|---|---|
| 5 | Trivial | Walking across a wide, stable beam; maintaining composure during casual conversation |
| 10 | Easy | Keeping your voice steady when lying about something minor; balancing on uneven ground |
| 15 | Moderate | Maintaining composure while being questioned by authorities; walking across a narrow ledge |
| 20 | Challenging | Keeping a straight face while bluffing in a high-stakes negotiation; balancing on a tightrope |
| 25 | Hard | Resisting visible fear when confronted by a dragon; maintaining balance while fighting on a narrow beam |
| 30 | Very Hard | Controlling your expression while being tortured for information; performing acrobatics on a swaying rope |
| 35 | Heroic | Maintaining perfect composure while watching loved ones threatened; balancing on a razor's edge during an earthquake |
| 40+ | Legendary | Showing no reaction whatsoever to catastrophic revelations; performing impossible feats of balance under extreme conditions |
Ability Modifiers
Apply the relevant ability modifier to all poise checks:
Wisdom modifier for mental/emotional poise
Dexterity modifier for physical poise
Charisma modifier for social poise
Circumstance Modifiers
Bonuses (+2 to +5):
Character has training in Performance, Bluff, or Balance (+2)
Character is in familiar, comfortable surroundings (+2)
Character has prepared for this specific situation (+2 to +4)
Magical aid (spells like calm emotions, cat's grace) (+2 to +4)
Penalties (-2 to -10):
Armor Check Penalty applies to physical poise checks (typically -1 to -8)
Character is fatigued or exhausted (-2 to -6)
Distracting environment (combat, loud noises, crowds) (-2 to -4)
Character has personal stake in outcome (-2 to -5)
Injured or in pain (-1 per 25% HP lost)
Intoxicated or impaired (-2 to -10)
Synergy Bonuses
Characters with 5+ ranks in related skills gain +2 synergy bonuses:
Balance → Physical poise checks
Bluff → Social poise checks involving deception
Concentration → Poise checks to maintain focus
Diplomacy → Social poise checks in formal settings
Social Consequences
Poise checks in social situations determine whether characters maintain their composure and control the impression they make on others.
Success Effects
Minor Success (beat DC by 0-4):
You maintain composure adequately
No one suspects your true feelings or intentions
You avoid social embarrassment
Moderate Success (beat DC by 5-9):
You appear confident and in control
Gain +2 circumstance bonus on related Diplomacy or Bluff checks
Others are impressed by your composure
Major Success (beat DC by 10+):
You appear unshakeable
Gain +4 circumstance bonus on related social checks
May intimidate or inspire others with your control
Failure Effects
Minor Failure (miss DC by 1-4):
You show subtle signs of discomfort (fidgeting, hesitation)
Observant characters (Sense Motive DC 15) notice something is off
Take -2 penalty on related social checks for 1 minute
Moderate Failure (miss DC by 5-9):
Your discomfort is obvious to everyone present
Take -4 penalty on social checks for the scene
May provoke suspicion or lose credibility
Major Failure (miss DC by 10+):
You visibly lose composure (stammering, sweating, obvious nervousness)
Automatically fail related Bluff checks
May suffer social consequences (loss of reputation, failed negotiation)
Specific Applications
Bluffing Under Pressure: When telling a significant lie, make a poise check in addition to your Bluff check. Failure reveals your nervousness even if the lie itself is believable.
Maintaining Secrets: When someone probes a sensitive topic, make a poise check to avoid involuntary reactions that might give away information.
High Society Events: Navigating formal social situations may require poise checks to avoid embarrassing faux pas or maintain appropriate decorum.
Sunday, August 2, 2026
RPG-a-Day #2: Stature
Stature-based modifiers are optional rules that add circumstantial bonuses or penalties to Intimidation checks based on the physical presence and size differential between the intimidator and their target.
Stature Bonus Calculator
| Height | Modifier | Build | Modifier |
|---|---|---|---|
| Short (6"+ below avg) | -1 | Slight | -1 |
| Average | +0 | Average | +0 |
| Tall (6-12" above avg) | +1 | Muscular | +1 |
| Unusually Tall (12"+ above) | +2 | Massive | +2 |
Optional Additions
| Modifier | Bonus |
|---|---|
| Visible Scars | +1 |
| Heavy Armor | +1 |
| Brutal Weapon | +1 |
| Threatening Demeanor | +1 |
Size Differential Modifier Table
| Intimidator Size | Target Size | Modifier |
|---|---|---|
| 4+ categories larger | Any | +8 |
| 3 categories larger | Any | +6 |
| 2 categories larger | Any | +4 |
| 1 category larger | Any | +2 |
| Same size | Same | +0 |
| 1 category smaller | Any | -2 |
| 2 categories smaller | Any | -4 |
| 3+ categories smaller | Any | -6 |
Modifier Stacking Checklist
✓ Always Stack Together:
Skill ranks + Charisma modifier
Stature bonus (height + build)
Size differential modifier
Racial bonuses
Circumstance bonuses (scars, armor, weapons, demeanor)
Feat bonuses: Intimidating Prowess (adds Str/Con modifier to Intimidation), Skill Focus (Intimidate) (+3 bonus)
Intimidation Context Guide
| Situation | Stature Applies? | Notes |
|---|---|---|
| Threatening violence | Full | Physical intimidation at its core |
| Combat demoralizing | Full | Direct threat of harm |
| Social/political threats | None | Reputation, not physique |
| Magical threats | Size only | No personal stature bonus |
| Indirect threats | Half | Allies will act, not you directly |
| Competence-based | GM's call | Quiet menace of expertise |
Quick Rule: If the target fears this person's physical harm, apply full stature. Otherwise, reduce or eliminate it.
#RPGaDay2026







