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26 Apr 04:50

The monsters of Carcosa

by ramanan@funkaoshi.com (Ramanan Sivaranjan)

An illustration of a monster in Carcosa by Rich Longmore

As I have mentioned in previous posts about Carcosa, Geoffrey McKinney seems to be working quite hard to say as little as possible about the nature of his “official” game world. There is very little exposition about Carcosa’s history, people, culture, etc. Each section of the book reveals a little bit of Carcosa’s story. The books bestiary reveals the most about the setting, hinting at the nature of the world and some of its history.

The vast majority of the monsters discussed in the bestiary are unique. They are crazy grotesque beasts one might find in a H.P. Lovecraft story.1 The gods of Carcosa are for the most part absolutely terrifying. These creatures have stat blocks and descriptions, like your typical kobold or goblin, so they are ready for your players to battle to the death. I mean, why give a monster hit dice if its not meant to be killed?

A few these monsters reside in particular places (hexes) in Carcosa. In the PDF version of the book, this is mentioned in their description.2 In the hardback you only learn of their home on the planet when reading through the hex descriptions later in the book.

Here looms the great and extinct black volcanic Mount Voormith’adreth, honeycombed with weird and outré caverns, and beneath which bubbles and heaves Shub-Niggurath. – The description of Hex 0402, Carcosa

Of all the old ones that reside on Carcosa, Shub-Niggurath appears to be the most important. Two of the races mentioned in the first section of the book, The Great Race and the Primordial Ones, are spawns of Shub-Niggurath. In addition, 4 other races mentioned in the bestiary are his children, so to speak. The most typical monster found on Carcosa is a Spawn of Shub-Niggurath, which can appear as almost anything. (A disgusting mutant tree? Why not. A horrible giant fish? Of course.) There is an appendix at the back of the book that contains random tables to help the DM with generating these spawns. This one monster description provides a lot of clues into the cosmology of Carcosa.

The remaining monsters of Carcosa provide further insight into what’s happening on the planet. One of the few non-unique monsters are dinosaurs. Of course, this being Carcosa they are expected to be of a crazy mutant variety. Similarly one finds giant jungle ants wandering from hex to hex. Lakes in Carcosa are likely home to to giant lake monsters. These sorts of beasts paired with the descriptions of the 13 races of men hints at a King Kong style world.

As mentioned at the start of the book, there are space aliens. From their description we learn that they originally crash landed on Carcosa a millennia ago, but since then they have established bases and come and go as they please. It’s their presence and their technology that makes the world a little bit less King Kong and perhaps a bit more Flash Gordon.

There are all sorts of slimes, puddings, and oozes similar to those encountered in your typical game of D&D, but with a Carcosa twist. Many of the unique monsters discussed in the bestiary are also some variation of disgusting ooze-like thing with tentacles. If it’s not a giant-mutant-monster it’s probably a creepy slime.

The illustrations by Rich Longmore really bring this portion of the book to life.

The bestiary ends with a brief description (without stats) of the long extinct snake-men. Here we learn some more of the history of Carcosa.

For tens of millions of years the civilizations of the Snake- Men were mighty upon the planet of Carcosa. They delved deeply into the arcane mysteries and laid the foundations of the systematic practice of sorcery. From shambling man- apes the Snake-Men bred the various races of humans to be sacrifices efficacious for their sorcery. At the height of their powers, the Snake-Men destroyed themselves by releasing ultratelluric forces impossible to control.

What else is there to say?

Finally we get to the hex descriptions, which is what it’s all about.

  1. As I had mentioned when discussing the sorcerer rituals, each set of rituals deals with one of these unique monsters. The two sections work together to provider a fuller description and background of the monster in question.

  2. The level of cross-referencing in the PDF is one big advantage it has over the physical book. Figuring out how everything fits together is much easier when browsing the PDF.

26 Apr 04:49

I Want

by G. Derek Adams
Artist Unknown

Artist Unknown

Like Heinlein said, I want the Roc’s Egg.

I want the leather of my sword-grip to creak as my knuckles go white. I want the lightning to crackle between my fingertips like Egg Shen. I want the Flux Capacitor to ignite as I travel through time.

I want the power, I want the fairy tale.

I want to run down the secret hallway, and slam my rainbow colored key into the console of the Black Lion.  I want to save the universe with Rock and Roll, my electric guitar made of steel and griffon-talon. I want to wake up in the middle of the night to the sound of Holmes and Watson clattering by in a horse-drawn carriage.

I want the legend, I want the world of doors.

I want the Master Sword dreaming in the glade, and Excalibur in the Lady’s hand, and Cloud picking up Zach’s sword — his mind all wind and shadow.

I want all the promises that the world is not as it seems. I want Mulder and Scully in a Ford Taurus arguing with the night. I want all the possibilities, the promise of wonder. I want Seven Dragonballs, even if I never get to make a wish.

I want the doors. The endless, endless doors.

I want this world to be not as it is. Or, at the very least, I want the walls of this world to get a little thinner. Thin enough to hear the music from the Universe One Over.

I want to tell my story and I want my mom to get better and I want there to be enough money and I want Emerson back. I want my Beloved to never know pain or doubt, and I want my friends to never know want or despair.

I want to break the rules. I want to undo and shine and defeat and cheat death, cheat life, mashing in the codes on my controller and rolling back the cruel grip of time.

I want to snatch the lost from death’s grip.

I want to not be afraid. Of the Unmaker and its thousand, thousand shadows.

I want there to be more magic in this world, because there is so little — just a tiny, tiny drop.

Such a little thing to shine in the darkness. The secret flame we clutch in weary hands through the wind and rain.

I want the thousand heroes, I want the doors open wide.

Most of all, I want you to help me pry them open.


26 Apr 04:48

Monday Moodsetter 15

by noreply@blogger.com (Ken Harrison)
Moat by Noah Bradley
RPG Rorschach: What is the first gaming thought that pops into your head?
22 Apr 05:45

Why I Prefer OD&D

by Talysman

On RPGNet, someone asked to be "sold" on OD&D. I kind of hate the idea of "sell me on" threads, but that's beside the point. I decided to post my reasons for preferring OD&D over other versions. I've probably said all of this before, in individual posts over the years, and I've probably missed a few tiny things I just like better in their original implementation, but I think it's still worthwile to archive the reasons here, in one post.
  1. It's simple. None of the later penalties and bonuses listed for every action or situation. That's a big deal because I tend to run D&D as "whoever has the advantage gets a 1 or maybe 2 point bonus, period". Which means NO LOOKING UP RULES. Similarly, it urns out all those scattered "1 or 2 in 6" or "1 to 4 in 6" chances of something happening can be summarized as "1/3rd chance things will change from the current situation, with an occasional +/-1", so you don't need to look THAT stuff up, either.
  2. All weapon damage is 1d6, all hit dice is d6. 1st level characters are all basically the same in combat, except that fighters get +1 hit point, so that means that M-Us aren't really "useless" after they've cast their single spell, or before they've cast it, for that matter. It's more about what any human could do in a situation than it is about special snowflake powers.
  3. Because all classes use the same hit die, just different hit die progressions, and the monster combat table basically breaks down to +1 to hit for every +1 hit die, you can switch to Target 20 for combat and simplify it down to "roll d20, add hit dice and AC of target, 20+ = hit". It works out pretty much identical to the original, so that means one less thing to look up. You can even maintain some mystery by having players roll the d20 and add their hit dice, tell you the total, and YOU secretly add the AC to see if they hit.
  4. Monster stats, excluding special abilities, all fit on one line, so a one-page table can hold a ton of monster varieties.
  5. No bonus inflation. Defensive bonuses don't add (Armor +1 and Shield +1 is not equivalent to Armor + Shield + 2.) Rings of Protection don't "stack" with armor. Ability score bonuses, where they even exist, are rarely more than +/-1. The exceptions are capped at +3, and the same applies to magic weapon and armor bonuses. No obsession with getting all 18s and super weapons and armor, one less thing to look up, and no one is invulnerable.
  6. No ability score minimums for either class or race. You want to play a STR 3 Fighter? Go for it. You'll advance slower, but it has no effect on the character's playability. You can be anything you want.
  7. The social rules (reaction rolls, morale, material on hirelings) take up more space than the combat system. There are even rules for designating an heir.
  8. Simpler spells. The descriptions are short and can even be ignored, just improvising based off the spell's name. There's no "casting time" or "material components" at this point, and very few spells have features that improve with caster level, so there's not much that needs to be written down on a character sheet.
  9. No extra garbage. Really, the problem with a lot of later stuff is there's a lot of it, all written down and well-known and therefore easy to argue about when one GM refuses to allow this or that. No wading through the rules to figure out which to keep and which to dump, unless you really want to... and even then, the books are so small, it won't be hard. It's not so much that the rules are focused on the dungeon crawl as it is focused on jumping right into whatever fantasy environment you want, even to the point of leaving most of the world a blank page until you're ready to explore.
I can't overemphasize how important #s 1-3 and #5 are to the way I prefer to play: hardly any reference to rule books during the game, ever. Even character creation can do without the rule books: roll 3d6 in order, pick absolutely any class, and refer to separately-printed equipment and spell lists to prep.
22 Apr 05:42

Ulverland 1666

by Jack

Ulverland 1666 advances the World Between's timeline and lets me "zoom in" on one area of the world as a localized campaign setting.

Ulverland is a kingdom of decaying castles, foreboding forests, and gloomy ancestral estates. The land is rich in the fantastique and the grotesque—haunted heaths, defiled graveyards, and forgotten dungeons await those who stray beyond the safety of civilization. Here you can expect to encounter mad monks, ghosts, villainous aristocrats, monstrosities, and long-buried secrets that can no longer be repressed. Suitable characters for this campaign include duelists and monster hunters, highwaymen and assassins, witch hunters and pagan cultists, demonologists and mesmerists in search of arcane knowledge, et al.
A Rough Guide to Ulverland
Ulverland can be roughly divided into four districts: 


Suthenbrook is the most civilized region of Ulverland, and is home to the kingdom's largest city—Lowedon—which sits on the shore of the River Albin. Lowedon is a sprawling, foggy, fortified city that was established by colonizing invaders from an ancient empire in the distant past. Lowedon is the seat of governance; Queen Erzebeta II rules from her palace at Minister's Rest. The city also houses the Stained Cathedral, the spiritual center of the Way of the White Lady where Pope Julianna VI holds sway. The Stained Cathedral also serves as the barracks for the Knights of the White Raven, a religious order comprised of templars, inquisitors, and runesmiths led by Sir Aubrek. Nevertheless, the people of Lowedon are currently aghast at the outrages of a serial murderer known only as the Madchapel Killer. The countryside of Suthenbrook is mostly farmland and light woodlands; these areas are menaced by spectral wolves. It is rumored that twin necromancers, Arion and Arianna, are raising an army of the dead from Suthenbrook's many neglected cemeteries. The Orxham Academy of Magical Studies is also located in Suthenbrook.


Westenbrookis a region of farmlands and deep woods. The people are hardy and mix their belief in the Way of the White Lady with superstitions and folk magic; this has earned them a reputation as a witch-blooded people. It is not uncommon for the folk of Westenbrook to leave gifts on their doorsteps at night to appease the fey. The people live in fear of were-beasts, banshees, will o' wisps, and dire wolves. Once a year, all of Westenbrook engages in the regional Festival of the Blood Moon, which culminates in a stoic hunt for werewolves in the wild-lands. The countryside is dotted with rings of standing stones, barrow mounds, and tenebrous fissures in the earth that are said to lead down into hell itself.


Estenbrookis a land of rolling hills, cold beaches, port towns, and seaside cities. The shipyards of Estenbrook are famous for the seaworthiness of their vessels. It is rumored that resurrectionists and mad inventors ply their diabolic trades under the cover of night in this region of Ulverland. Estenbrook is also home to the headquarters of the Brotherhood of the Yew, a secret society dedicated to hunting and slaying undead abominations. The people of Estenbrook are said to be a bloodthirsty lot; their favored form of entertainment is vicious pit-fighting. Estenbrook is also known as the “hauntlands,” as it suffers from the presences of ghouls, tidal zombies, and specters. Dracoliches have even been spotted off the coasts. The lonely Stormkirk Tower is perpetually shrouded in a violent gale—none who have ventured inside have ever returned. Roadside shrines are not uncommon throughout the country and wilderness.


The Northlands is a fog-shrouded area of moors, bogs, and treacherous mountains. The Northlands is not ruled by the sovereign of Ulverland; rather, the people are pagan barbarians. These clans are ruled by vampiric families who originally hail from Frostreave. The vampire families tend to leave the people to their own devices—they simply require a blood-tithe from the populace. Two of the undead royal families in the Northlands are currently at war with each other: Count Sebastian von Karlok, who rules his domain from Castle Mortheim, wages a protracted intrigue against Lady Magda Lochstein, who controls the territory surrounding Mandershire Manor. The wilds are home to undead vultures and monstrous bats.


Religion—The dominant religion in Ulverland is the Church of the White Way. In ages long past, the Church managed to convert many people of Ulverland and largely eradicate the pagan religions that existed before its spread. However, despite its dominance, heretical sects and cults devoted to pagan deities or the Lady’s demonic foes (the Church sees little distinction between them) still persist and are occasionally the targets of the Church’s crusades and inquisitions. The Lady of the White Way revered by the Church is a fierce, but nurturing, warrior-mother goddess, something akin to a cross between Mother Mary and Joan d’Arc. Her holy symbol is a cross composed of perpendicular swords. The Church also accords near demigod status to a number of saints—particularly those who were martyred. The structure of the Church is much like that of the Catholic Church of our own medieval past, save for the fact that it preaches the gospel of a feminine divinity rather than a male god. Due to the Church of the Lady’s matriarchal traditions, women are able to attain rank and power within its hierarchy.


The World—Across the Ice Sea to the north is the nation of Frostreave; it is home to bloodthirsty raiders who live in a land of perpetual winter. Across the Channel of Blue Tears to the south is the hated kingdom of Morgundy; Morgundy is the eternal enemy of Ulverland, and it is well-known that the royalty of Morgundy are horribly interbred with the demonic sahaugin. Other nations on the continent include Midian (Gothic Spain), the Empire of Caligari (Gothic Holy Roman Empire), Harrowfaust (Gothic Eastern Europe), the Iron Principalities (Gothic Italian states), and Relmeenos (Gothic Greece). Across the Sea of Kells to the west lies the Shae Isle, a forbidding land of woad-painted savages, hags, and redcaps. To the east are the Martyrlands, where the faithful of the White Lady (particularly the Knights of the White Raven) go to do battle against the infidel Children of the New Fire. South of the Martyrlands is the Kabalt, a land of unexplored jungles and deserts. In the far east is the Cathai Empire, with whom Ulverland has distant trade relations. Even farther east is Bastillelund, an island to which Ulverland transports its worst criminals. Above Bastillelund is the isolationist and kappa-plagued Island of Jade Mysteries. To the far west is Newlund, a land currently being colonized by the continental powers.



22 Apr 05:02

16 More Encounters for Carcosa

by ramanan@funkaoshi.com (Ramanan Sivaranjan)

Continuing with the theme of my last random encounters for Carcosa, here are an additional set of weird encounters for your PCs to stumble upon.

d16 Encounter
1 A Green Man cyborg (AC 18, MV 60’, HD 6, Lawful) leads a battalion of 3-12 soldiers armed with an assortment of Alien weaponry. The cyborg will repair any Alien technology Lawful PCs may possess, and will attack any PCs who make their allegiance to the forces of Chaos known. He is searching for his adopted daughter.
2 Citadel of 98 Red Men led by “The Ram”, a Lawful 4th-level Fighter. “The Ram” is a behemoth of a man, never seen without his indestructible helmet.
3 Spawn of Shub-Niggurath (AC 14, MV 120, HD 6, Multiple Alignments [intelligent]): An Orange humanoid with a smooth hide and 3 heads. One head is humanoid (and Lawful), one head is robotic (and Neutral) and the last head is bestial (and Chaotic). When first encountered, or whenever the creature is under stress, roll a d6 to see which head is currently in control of the beast: 1-2 - the humanoid; 3-4 - the robot; 5-6 the monster.
4 A Jale Man Sorcerer (AC 16, MV 120’, HD 8, Neutral) wearing a Red breast plate sits on a giant Cthulhu shaped throne, alone at the lowest levels of the Cavern of the Time Lords. He may share his knowledge of Carcosa with those who seek him out.
5 Spawn of Shub-Niggurath (AC 14, MV 120’ / 160’ [Flying], HD 6, Neutral [intelligent]): A Brown avioid with a feathered hide and a toothed mouth. There is a 4 in 6 chance that when encountered the beast will be in flight.
6 A squat Purple Man Sorcerer (AC 12, MV 90’ / 120’ [Flying], HD 2, Lawful) in flowing robes and an over sized hat is in the process of botching the ritual The Glyphs of the Ebon Lake.
7 1 Sabertooth Tiger (intelligent).
8 A Blue Man (AC 16, MV 120’, HD 2, Lawful) with a cybernetic augmentation that allows him to extend his head several meters above his body is surveying the wilderness. He is armed with a bright yellow mace and can not be surprised.
9 A damaged Alien vehicle, with 4 tank treads instead of wheels. Characters with an intelligence of 16 or more may attempt to repair the machine, with a cumulative chance of 10% per week of succeeding. (i.e after ten weeks the tank will be repaired.) It is large enough to comfortably transport 12 men.
10 Village of 366 Brown Men ruled by “the Silver Fist,” a Lawful 6th-level Fighter. The Silver Fist rides into battle on cybernetic horses and wields a mysterious purple sword.
11 A foreboding grey castle sits empty save for its custodian, an Orange Woman 18th-level Sorcerer. The castle is circumscribed by a bottomless chasm. A single bridge leads to its imposing doors shaped in the visage of a skull. The sorcerer will not leave the castle, and is immortal and invulnerable while within its walls. She will aid all those who actively seek to defend Carcosa from the forces of Chaos.
12 What appears to be a simple rock is in fact The Starseed, a source of unlimited power. At any given time there are at least 1-6 high level sorcerers actively searching for the artifact.
13 A White Woman (AC 14, MV 120’, HD 4, Lawful) is locked in battle with a Deep One. She fights with a large wooden staff and is searching for her mother.
14 1 Orange Mastodon. The beast may shoot acid from its trunk 3 times a day.
15 A beautiful young woman, an astronaut from Earth, lays wounded in a recently crashed spacecraft. The ship is damaged beyond repair.
16 Village of 130 Dolm Men ruled by “The Master of the Universe,” a 1st Level Fighter. He wields a magic sword in battle: on command the sword grants +20 HD, and the saving throws of a 20th level Fighter. Only those chosen by the powers of the Grey Castle may hold aloft the magic sword.
22 Apr 04:59

Things happen while they sleep

by noreply@blogger.com (Venger Satanis)

This is a random chart for things occurring while adventurers get some well-deserved shut eye.  Happy Swords & Wizardry appreciation day, everyone!

1.  A severed head is found in a PC's bedroll.
2.  One of the PC's items has been stolen.
3.  A new item has appeared, mixed in with a PC's pack of equipment.
4.  Dreams of underwater creatures tearing the organs out of the PC whilst an ebony face laughs.
5.  A PC wakes up with an alien organism hugging his face.
6.  Bite marks are discovered on a PC's neck... lycanthropy?
7.  A PC's blanket has been replaced with a totally different blanket - it's midnight blue and full of constellations.
8.  The magic-user's spells have been unexpectedly forgotten.
9.  A PC's memories have vanished.  Not all of them, but significant and recent memories.
10.  A letter was delivered into the middle of camp.
11.  A PC wakes up next to a strange woman.
12.  One of the PCs goes on a moonlit stroll - sleepwalking.
13.  An NPC's brains were sucked out in the middle of the night.
14.  Midnight showers - there's a sudden and heavy rainstorm in the middle of the night.
15.  Everyone wakes to a terrible sound.  One of the moons just exploded!  Seriously, it's cracked in half and now tidal waves, earthquakes, and volcanic eruptions are about to ravage the planet.
16.  A shooting star or meteor lands not too far away from the PC's camp.
17.  A sleep spell was cast upon the PCs while they slept and now they awaken just as night is about to fall.
18.  Some kind of demonic insect burrowed its way into a PC's abdomen.
19.  The PCs wake up in a prison cell.
20.  In the small hours, the PCs were transported to another world - Devil Lords ruling over their mortal slave-cattle in a realm of darkness.
___


Thanks for checking out my blog, everyone!  If you use this random table in your game, then please let me know.  I want to hear about your adventure.

VS

p.s.  Tobie Abad was inspired to create his own "why they sleep" table.  Check his out because he came up with some awesome stuff!  If we had a couple more gamers in on this, we could forge a collaborative d100 "why they sleep" random table.  Who's in?


22 Apr 04:53

Simulacrum Strengths

by Brendan

IMG_4416 OSR games

On the OSR Google Plus community, Mike M. asked: what is your favorite OSR game?

Personally, I think a number of the simulacrum games have strengths, and while I don’t exactly have a favorite, all of those mentioned below have influenced and educated me. Here then, in alphabetical order, are what I consider the selling points of the various retro and neo clones. I think this is a good answer to those that see the clones as mere cut and paste jobs, adding nothing to the games that inspired them.

ACKS (neo-clone, B/X with a focus on domain play) has my favorite take on simple balanced old school classes, working within the B/X level range. Demi-humans have some choice as to class, but still feel distinct. There are good rules for ritual magic, constructs, armies, and other high level exploits. There is also a proficiency system (encompasses skills and feats) which I find unnecessary. There is no free version.

Crypts & Things (neo-clone, a Swords & Wizardry variant for swords & sorcery) has a “colors of magic” system which combines all of the cleric and magic-user spells into one class, the magician. Using black magic can cause loss of sanity (based on wisdom) or corruption. Many nice flavor touches (casting invisibility involves temporarily existing on a dimension called “the shroud” and can potentially summon otherworldly horrors, for example). Most (but not all) of the good parts can also be found in Akrasia’s free house rules document, if you don’t care about professional layout or having an all-in-one game.

DCC (neo-clone, B/X crossed with 3E and a heavy dose of Appendix N) probably has my favorite magic system (unpredictable, lots of weird effects, still recognizable compared to other classic and simulacrum games). Illustrated by the likes of Russ Nicholson, Peter Mullen, and Erol Otus (though I love much of the art, I could do without the 70s fashion). The beta version is available for free.

Labyrinth Lord (retro-clone, B/X with a hint of AD&D via the AEC) is the lingua Franca of FLAILSNAILS, but it incorporates many third edition SRD-isms which I find distracting (too many armor types, 20 levels, first level clerics get spells, etc). The Advanced Edition Companion is an excellent halfway point between B/X and AD&D. It is illustrated by Steve Zieser and has the most consistent style throughout (both positives, to me). Free unillustrated versions of the core book and the AEC are available, but then you don’t get to see the Zieser art.

Lamentations of the Flame Princess (neo-clone, B/X through a “weird” lens) has excellent referee advice, a decent encumbrance system, and weird-themed spells (including the first level summon spell). A free unillustrated version of the Rules & Magic book is available, though that doesn’t contain the referee advice, which is the best part. LotFP also makes the nicest physical books, if you care about that.

Swords & Wizardry (retro-clone, OD&D) has numerous very useful meta-discussions about the rules, how they work, and how you might want to change them. Very much in the spirit of the original “do your own imagining.” Free, illustrated versions of WhiteBox and Core are available. If I was going to start another game right now, there would be a very good chance that I would base it on the S&W WhiteBox chassis. WhiteBox approximates the 3 LBBs, Core approximates the 3 LBBs + Supplement I: Greyhawk, and Complete approximates the 3 LBBs + all the supplements.

Definitions:

  • B/X: the Basic and Expert Dungeons & Dragons rules, by Moldvay and Cook/Marsh. Characterized by the 4 classic human classes (cleric, fighter, magic-user, thief) and 3 demi-human classes (dwarf, elf, halfling). Covers levels 1-14 (though demi-humans have level limits). If you were to only acquire one D&D or simulacrum game, this is it.
  • OD&D: original D&D from 1974, 3 little brown books with some supplements. The orignal boxed set (the 3 LBBs) only supported 3 classes: cleric, fighting man, and magic-user. Noted for opaque, ambiguous, and suggestive language. If you use all the supplements, the complexity approaches AD&D levels (so don’t do that).
  • Retro-clone: game designed primarily to mimic the play experience of an earlier game.
  • Neo-clone: game that uses an older game as a stepping off point for to express a (generally) more focused vision.

Note, this list is intentionally meant to not be comprehensive. It is an editorial selection of available games based on my taste and what I am familiar with. All of these games are available in hard copy and/or full digital versions, but for the sake of parsimony I only linked to the free PDFs.

Honorable mention goes to Delving Deeper and Astonishing Swordsmen & Sorcerers of Hyperboria. Delving Deeper (retro-clone of OD&D; free version) for being, in some ways, an even closer clone of the original game than Swords & Wizardry (though without as much useful explanatory text). AS&SH (neo-clone; AD&D influenced swords & sorcery) for having art like this by Ian Baggley (though I haven’t had a chance to look closely at the rules). I don’t have much experience with OSR sci-fi games, but I’ve heard good things about Stars Without Number and Other Dust.

22 Apr 04:44

16 More Encounters for Carcosa

by ramanan@funkaoshi.com (Ramanan Sivaranjan)

Continuing with the theme of my last random encounters for Carcosa, here are an additional set of weird encounters for your PCs to stumble upon.

d16 Encounter
1 A Green Man cyborg (AC 18, MV 60’, HD 6, Lawful) leads a battalion of 3-12 soldiers armed with an assortment of Alien weaponry. The cyborg will repair Alien technology Lawful PCs may possess, and will attack any PCs who make their allegiance to the forces of Chaos known. He is searching for his daughter.
2 Citadel of 98 Red Men led by “The Ram”, a Lawful 4th-level Fighter. “The Ram” is a behemoth of a man, never seen without his indestructible helmet.
3 Spawn of Shub-Niggurath (AC 14, MV 120, HD 6, Multiple Alignments [intelligent]): An Orange humanoid with a smooth hide and 3 heads. One head is humanoid (and Lawful), one head is robotic (and Neutral) and the last head is bestial (and Chaotic). When first encountered, or whenever the creature is under stress, roll a d6 to see which head is currently in control of the beast: 1-2 - the humanoid; 3-4 - the robot; 5-6 the monster.
4 A Jale Man Sorcerer (AC 16, MV 120’, HD 8, Neutral) wearing a Red breast plate sits on a giant Cthulhu shaped throne, alone at the lowest levels of the Cavern of the Time Lords. He may share his knowledge of Carcosa with those who seek him out.
5 Spawn of Shub-Niggurath (AC 14, MV 120’ / 160’ [Flying], HD 6, Neutral [intelligent]): A Brown avioid with a feathered hide and a toothed mouth. There is a 4 in 6 chance that when encountered the beast will be in flight. Man-made googles shield its eyes.
6 A squat Purple Man Sorcerer (AC 12, MV 90’ / 120’ [Flying], HD 2, Lawful) in flowing robes and an over sized hat is in the process of botching the ritual The Glyphs of the Ebon Lake.
7 1 intelligent Sabertooth Tiger.
8 A Blue Man (AC 16, MV 120’, HD 2, Lawful) with a cybernetic augmentation that allows him to extend his head several meters above his body is surveying the wilderness. He is armed with a bright yellow mace and can not be surprised.
9 A damaged Alien vehicle, with 4 tank treads instead of wheels. Characters with an intelligence of 16 or more may attempt to repair the machine, with a cumulative chance of 10% per week of succeeding. (i.e after ten weeks the tank will be repaired.) It is large enough to comfortably transport 12 men.
10 Village of 366 Brown Men ruled by “the Silver Fist,” a Lawful 6th-level Fighter. The Silver Fist rides into battle on cybernetic horses and wields a mysterious purple sword.
11 A foreboding grey castle sits empty save for its custodian, an Orange Woman 18th-level Sorcerer. The castle is circumscribed by a bottomless chasm. A single bridge leads to its imposing doors shaped in the visage of a skull. The sorcerer will not leave the castle, and is immortal and invulnerable while within its walls. She will aid all those who actively seek to defend Carcosa from the forces of Chaos.
12 -
13 A White Woman (AC 14, MV 120’, HD 4, Lawful) is locked in battle with a Spawn of Shub-Niggurath (AC 14, MV 120, HD 2, Chaotic): a White anthropoid with a smooth hide, 5 eyes, and a toothed mouth. She fights with a large wooden staff and looks to have the edge on the beast.
14 1 Orange Mastodon. The beast may shoot acid from its trunk 3 times a day.
15 A beautiful young woman, an astronaut from Earth, lays wounded in a recently crashed spacecraft. The ship is damaged beyond repair.
16 Village of 704 Dolm Men ruled by “The Master of the Universe,” a 1st Level Fighter. He wields a magic sword in battle: on command the sword grants +20 HD, and the saving throws of a 20th level Fighter. Only those chosen by the powers of the Grey Castle may hold aloft the sword.
22 Apr 04:00

Heresies of the Dark Country

by noreply@blogger.com (Evan)

The Church of Law demands complete submission from its adherence and thus it is both interested in orthopraxis and orthodoxy; however, it is difficult in a world where civilization inhabits such a small sliver of reality as it does in the World of Nightwick to maintain a consistent ideology.  This is especially true in border areas such as the Dark Country, where the grip of Law is weak.  As such, a number of competing views of the God of Law have developed.  An incomplete list is provided below.

Dualists believe the God of Law is both a cube and a sphere simultaneously.  For some reason that mainstream Church scholars can't understand, this has led them to only eat nuts and to avoid children at all costs.  Some believe that humans may be reincarnated, but they only get this second chance to Submit.  If they fail this second time, they are cast into the Pit.

Limners believe the God of Law is a line of inflexible width.  They often identify other members by making secret linear signs in the air or in the sand.  They are surprisingly common among the ranks of the lower clergy, and these churchmen believe that the Church has been too lenient in persecuting pagans.

Escapists believe that the World is in fact the dream of beings from an even more miserable reality.  They are a sad lot.

Xagygians believe that there are not three alignments but nine, and they emphasize morality and social justice to a degree that sickens mainstream Church officials.  They also divide demons and devils into separate entities and have the gall to declare that devils are Lawful!

Impositionists believe that the God of Law did not make reality, rather it already existed as the chaotic mass in which the demons and Old Gods lived.  They claim that the God of Law looked upon this horrifying, chaotic swirl and imposed Order on it, creating the World as we know it.

Solarists believe the God of Law is a glowing yellow circle that flies across the firmament every day bringing warmth and light to the benighted World.  For evidence of this, they simply point to the Sun.  Many scholars believe this position is heavily influenced by the paganism espoused by the dreaded outlaw Yim Yimsley, which would explain its prevalence in the poorer communities of the Dark Country.

The Devoured are actually a chaotic mix of heretics that all have one trait in common: they believe that one or more of the monsters that inhabit the World of Nightwick can actually be saved and join the God of Law on the Mountain of Heaven.  They supposedly enter dark forests and dank caves looking for converts, and their name refers to their presumed fate.

Note that all of the above names are not words which the heretics would use to identify themselves.  They almost always claim to be members of the Church of Law and have their own terms for the Church, including Devil Worshipers, False Prophets, and assholes.



22 Apr 04:00

Making a Medieval Sandbox Campaign Part I: The Importance of a Party Concept

by noreply@blogger.com (Evan)
 
This is a topic I've been thinking about a lot recently, since I'm working on Feudal Anarchy.  I've run a surprisingly high number of sessions in my fictionalized version of the Languedoc and its accompanying island of Cocanha, and I think I've started to get a handle on what works and what doesn't.  For the purposes of this post, I'm going to focus on what Chris calls a local sandbox, since that's the kind of game that I've been running and the one I'm most likely to run with this system.

One thing that I think is very important is making sure that the group has a sort of "party concept."  This needs to be something that can tie the player characters together and that allows them to either move within feudal society or sets them outside of it.  Examples include a group of closely allied nobles, a company of mercenaries, a family of nobles and the mesnie, a group of roving outlaws, or even the inhabitants of a particular village.

The party in the Cocanha game is primarily composed of a group of knights and mercenaries who operate a keep and a number of small manors in the eastern part of the island.  I've found this to be a remarkably broad concept, since characters that don't otherwise seem to fit are usually explained as members of the mesnie of one of the knightly characters.  I could see other group concepts being similarly broad.  Even something as apparently narrow as the inhabitants of a Cistercian abbey might be broadened by including characters who did any number of things before becoming tonsured, characters who are wards of the abbey, or even inhabitants of a nearby village or manor belonging to the abbot.

The reason that party concept is important - more important than it is in other types of adventure games - is that the medieval world is a great deal more rigid than most fantasy settings.  While there was probably a larger degree of social mobility than one might expect, there was a far stricter sense of hierarchy, and if the players and referee want to maintain a "hardcore medievalist" tone, it is useful to explain why their characters are associating with each other.

More importantly, the party concept can help motivate the PCs to seek adventure and make it easier for the referee to construct scenarios.  For example, knights and nobles are likely to want to improve their station and win more territory, and this may motivate the group to be more belligerent and the referee can then focus on either presenting opportunities to gain land or status or on presenting threats to the PCs' holdings.  Outlaws will, obviously, be interested in precious lucre, and so the group will constantly be looking for tax collectors to rob and other such sources of coin, and the referee knows those are the sorts of thing he or she should be presenting to the players.

In the next installments of this series, I hope to talk more about constructing the campaign region, creating and running the political struggles of that region, and the other sorts of adventures one can have in a heavily medieval setting.
22 Apr 03:59

Random Table Top RPG Blog Topic Generator

by noreply@blogger.com (Ken Harrison)
Here is a repost from my old blog (with a few modifications). You'll need a D30 or you can just go here.
  1. My Favorite Color of Dice
  2. My First TPK
  3. Least Favorite Magic Item
  4. Which Monster Has the Best Sense of Humor?
  5. How To Make Dragons Tougher
  6. Random Table of Found Meals in the Dungeon
  7. How Dungeon Rock Types Might Impact Adventures
  8. The Use of Ships in Traditional Classic Fantasy RPGs
  9. Uses for Modrons
  10. Darwin Award for Player Characters: Your Best Self-Destructive PC
  11. Do Elves Fart?
  12. Does Your Campaign Setting Have a Magnetic Field?
  13. The Original AD&D 1e Bard
  14. Clowns As Monsters
  15. Lions, Tigers and Bears
  16. Three New Magic Items
  17. Clothes and Style for Player Characters
  18. The Best Names for Taverns, Pubs, Inns and Bars
  19. Fudging Dice Rolls as DM: Yes, No, or Depends
  20. Spells with Loopholes
  21. Monty Python References During Gaming Sessions: Pros and Cons
  22. Three Actual Historic/Geographic Settings that Would Make For Great Gaming
  23. New Monster
  24. Best Music Before a Gaming Session
  25. Snacks: Salty, Sweet or Healthy?
  26. What Were They Thinking?
  27. Names for Swords
  28. Five Things an Adventurer Should Never Be Without
  29. Oops
  30. Roll Twice and Use Both Topics in One Post
22 Apr 03:45

Mu: Notes For A Lovecraftian Fantasy Campaign Setting For Swords & Wizardry

by noreply@blogger.com (School Master)

 There was mention of a kingdom or province called K'naa in a very ancient land where the first human people had found monstrous ruins left by those who had dwelt there before - vague waves of unknown entities which had filtered down from the stars and lived out their aeons on a forgotten, nascent world. K'naa was a sacred place, since from its midst the bleak basalt cliffs of Mount Yaddith-Gho soared starkly into the sky, topped by a gigantic fortress of Cyclopean stone, infinitely older than mankind and built by the alien spawn of the dark planet Yuggoth, which had colonised the earth before the birth of terrestrial life. 
-“Out of the Aeons”—H.P. Lovecraft and Hazel Helad. 

Introduction:


Tens-of-thousands of years before the rise of the Mesopotamia or the Kingdoms of Egypt, even before fabled Atlantis, there was realm of great wonders and eldritch terrors. Modern theosophists and occultists speak of another ancient lost continent in the Pacific, where mysterious gods from beyond time and space were worshiped with blasphemous rites. A land where mighty human kingdoms rose and fell among the ancient cyclopean ruins built by the spawn of Great Cthulhu and other alien horrors and where the monstrous cult that worships the most hideous of them all grows in power with the passage of time.

You are an adventurer, a sell sword, a cut-throat for hire, a scholar of secrets of the Great Old Ones, or one of the worshipers of the remaining gods allied with man. You will wander steaming jungles teaming with deadly beasts, revel in cities filled with dark intrigue, and explore dark and forbidden places of in search of wealth and glory. If death does not find you first, then the madness that will come with understanding the true nature of humanity and its place in this cosmos surely will!

 Welcome to the lost continent of Mu.


Mu is a horror/fantasy setting for Swords and Wizardry and other OSR fantasy games based on some of the more obscure aspects of H.P. Lovecraft’s Cthulhu Mythos. While most of Lovecraft’s stories take place in or around the era he lived, mention is often made of lost prehistoric civilizations where worship of his terrifying Great Old Ones and Outer Gods was common place. “Out of the Aeons,” quoted above, first made brief mention of the lost world of Mu where the cult of Ghatanothoa, the monster of Mount Yaddith-Gho, reigned supreme. Decades after Lovecraft’s death, Lin Carter expanded the Mu storyline with his Xothic Legend Cycle, but most of these stories took place in the modern era; only two stories, “The Red Offering” and “The Thing in the Pit,” actually took place in ancient Mu.

Characters/Classes:


Mu is decidedly a human setting. The traditional fantasy races like elves and dwarves simply do not exist as either player characters or NPCs. PCs may be Fighters, Magic-Users, Clerics, Thieves, or Assassins; however, Paladins and Rangers are not a good thematic fit to this setting and should be excluded.  It’s also a god idea to abandon the concept of alignment. Adhering to high-minded concepts of “Law” and “Chaos” has no place in the bloodsoaked kingdoms of Mu.

This setting is very much in the Swords & Sorcery vein, so you may want to consider replacing the Magic-User and Cleric classes with the Magician class (along with the magic system) to represent sorcerers and priests from Akrasia’s Akratic Wizardry blog or from D101’s Swords & Wizardry variant “Crypts & Things.”

Being the descendents of the people who would go on to become the Indians, Mesoamericans, Polynesians, and other Pacific-rim peoples, native-born Muvians have coppery skin and black hair and eyes. Foreign adventurers and slaves from other lands across the great ocean that surrounds Mu of all colors and types are not unheard of.

Magic:


For the time being, GMs may use most of the spells from the S&W corpus with no changes. Players may wish to modify or remove the monster and elemental summoning spells. Again, Akrasia’s rules (see above) are a better fit for the sanity-eating, magics practiced by the obscene sorcerers and loathsome priests of Mu.
Remember, this is not meant to be your usual “heroic” high-fantasy RPG setting. Magic in Mu tends to be the purview of the amoral, insane, or utterly depraved. Also  "Realms of Crawling Chaos" from Goblinoid Games adds many new and genre specific spells that you may want to considering adding.

Monsters:

Here’s where things get a little problematic for the time being. Like non-human player character races, the standard S&W bestiary of orcs, trolls, and dragons are sort of inappropriate in a setting filled with inter-dimensional abominations. However, while at this time there are no “official” S&W rules for Cthulhoid monsters, you can find appropriate stats in "Realms of Crawling Chaos" from Goblinoid Games, "Carcosa" from Lamentations of the Flame Princess, or "Astonishing Swordsmen and Sorcerers of Hyperborea" from North Wind Adventures. For the creation of new creatures, Jim Raggi's "Random Esoteric Creature Generator" is an invaluable resource for the GM who needs a quick Saturday Night Special monster to throw at your players.

Other Recommend Setting Rules:

Akrasia's Sword and Sorcery House Rules for S&W, which are restated in "Crypts & Things" from D101, add a number of rules that make playing in Mu a richer role-playing experience. The rules from Aktatic Wizardry I'd particularly recommend four your Mu campaigns include:

  • Sanity: It just would not be a Lovecraftian role-playing game without the chance of your character's becoming gibbering madmen.
  • Saving Throw Task System and Background Skills: While  task systems and skills are usually viewed withing the OSR as heretical mechanics that complicate the simplicity of the rules, I think task systems keep the GM honest (and you should never trust the GM) and frees the players from the tyranny of GM fiat. At the same time, background skills give your character a little more flavor than just "Fighter" or "Thief," etc..
  • Hit Points and Constitution: Your PCs are going to need these rules, especially when tentacles come slithering at them.

Campaign Setting:

History:

Hundreds of millions of years ago, long after the Elder Things first seeped down from space to colonize the primordial Earth, the landmass that would be known as Mu arose from the seething oceans. The Elder Things, who at this point were beginning to leave their original cities in the deep ocean for the land, soon established settlements upon Mu and the continent that would eventually be known today as Antarctica. However, the Elder Things’ dominion over the Earth would soon be challenged by a force beyond all reckoning.

Great Cthulhu, high priest of the Great Old Ones, and his spawn swept down from stars and laid claim upon the Elder Thing’s territories. A series of devastating wars erupted between the Elder Things and Cthulhu’s kin, until a bitter truce was established that allowed the Elder Things to keep their colonies in ancient Antarctica, while the Great Old One ruled Mu from his mighty city of R’leyh. For many thousands of years an uneasy peace settled over Earth until the fateful day when R’leyh would mysteriously sink beneath the waves taking Cthulhu and his spawn with him. With the star-spawn gone, the Elder Things quickly reestablished their presence upon Mu.

Even after the passing of Cthulhu, the Elder Things would eventually have to compete with other monstrosities who also lay claim to Mu. The Great Race of Yith, whose disembodied minds would find sanctuary within prehistoric cone-shaped beings, soon were fighting for territory and resources with the Elder Things as well as against the polypoid race that preyed up them. At about the same time, the Fungi from Yuggoth arrived from their fastnesses in the Kuiper Belt to start mining operations in Mu’s mountainous regions. It was the Mi-go who brought the dreaded Great Old One Ghatanothoa to Earth. Whether they did so to venerate it or to imprison it, no one can be sure. Then, the serpent men arose to sentience and built their own cites and temples dedicated to Yig in Mu’s lush jungles. Over the next several million years, conflict between one or several of these races would follow truce followed again by yet more conflict. However, as with all things, it did not last forever.

The empires of serpent men in Mu and Atlantis collapsed during the Triassic period and their remnants were driven to the deepest jungles or underground. After the end of Mesozoic Era, Earth’s climate began to become cooler, and the glaciers of the Ice Ages started to creep down from the Earth’s poles. The Elder Things, weakened by internal struggles with their own slave race, the loathsome shoggoths, succumb as the ice engulfed Antarctica. The Mi-go either abandoned their mountainous colony or mysteriously died out completely. The Yithians, knowing that they would soon be overrun by the vengeful polyp race they had imprisoned long ago, abandoned their cone-shaped forms for the safety of Earth’s distant future. For untold eons, the continent of Mu was uninhabited. The cities and shrines of the aliens who has once dwelt there were left to time and and elements. Then, a new race arrived to claim Mu as their own: Humans.

The first men of Mu were but nomads who migrated from Asia. Over the next several thousand years, as humanity penetrated into the continent’s interior, outposts became villages, villages became cities, and cities became kingdoms. Along the way, they came upon the ruins of those who had ruled Mu before. The psychically sensitive among, through dreams and visions, learned of the Old Ones, and worshiped them as gods, erecting temples to their glory and making what sacrifices they believed would be fit; Great Cthulhu, who still sleeps beneath the waves of the southern sea; Yig, lord of all serpents; the twin deities of Nub and Yug; the Mighty Mother, Shub Niggurath, bringer of life and pleasure; and many, many others. Then, whether it was by fate or by the perverse whim of some otherworldly intelligence, one group of pilgrims ascended the heights of Mount Yaddith-Gho to the ruins of the Mi-Go’s colony where they discovered the horror that is Ghatanothoa. Those who survived the encounter with that monstrosity would go on to start his equally monstrous cult.

Geography:

In “Out of the Aeons, ” Lovecraft and Heald mention the kingdom or province of K’Naa, where the Mount Yaddith-Gho exists and cult of Ghatanothoa holds sway over K’Naa’s puppet king. No other regions are named in this story, but the authors mentioned that “and nations rose and decayed” with only K’Naa remaining to the bitter end, implying that throughout the millennia, the political map of Mu was as fluid as any continents. In Lin Carter’s Xothic Legend Cycle stories “The Red Offering” and “The Thing in the Pit” other locations in Mu are mentioned, but for the sake of not treading on the late Mr. Carter’s copyrights, our campaign setting Mu takes place sometime in between the high priest T’yog’s attempt to subdue the monster of the Monster of the Mount and the final calamity that wiped Mu from the globe. We’ll assume that the kingdoms mentioned in Carter’s tales existed only before the fall of Mu. (Lovecraft was notably generous with other writers using and expanding upon his Mythos. I don’t know if the same holds true with whomever holds the rights to Mr. Carter’s works. Since I’m only a poor, underpaid, call center representative, we’ll not tempt the demonic ire of any IP lawyers out there by sticking to what’s in the “public domain.” ) This gives GMs more or less a clean slate from which to build their own worlds with their own kingdoms and pocket empires, all under the tightening grip of Mighty Ghatanothoa's cult.

In other words, I don't yet have a campaign map ready, and maybe it might not be a good idea to attempt to. In the meantime, use the limitless boundaries of your imagination and invent your own Muvian kingdoms.

Climate:

The majority of Mu lies along the equator and within the tropics, making for a rather hot climate. Generally, the regions to the west of the Great Central Mountains are covered in dense, sweltering rain forests. Over the mountains, which blocks the moist tropical air, the eastern provenances are occupied by thousands of miles of broiling deserts. The only regions that reach anything approaching “temperate” status are the southern coast of Mu as well as the high foothills surrounding the mountains.

Culture:

Mu is harsh land, ruled by absolutism, the sword, and dark powers beyond sane mankind's comprehension. As with most ancient societies, the vast majority of people will live a lifetime of poverty with no hope for upward social mobility. Slavery is also a fact of life on Mu, where individuals can find themselves indentured for unpaid debts, as punishment for minor crimes, or taken from other lands by raiding parties. There is little in the way of a "middle class" on Mu. There are rare examples of well-top-do farmers and merchants who enjoy a relatively better life than their peasant neighbors, but the truth is that most of the wealth is concentrated in the ruling elite: the hereditary nobility and the Temples.

In Mu, modern concepts of justice do not apply. There are no courts or juries here and guilt or innosence is usually dealt out by sadistic whim of the local authorities. Most petty criminals face the flogging post, torture, mutilation, or even being sentenced to a life of slavery. More serious crimes have but one sentence: death. As with all societies, class differences greatly effect how a wrong doer is dealt with. If a noblemen's son rapes the daughter of one of his peasants, no crime is considered to have happened. If a peasent rapes (or is even suspected of raping) a noblemen's daughter, he will quickly find himself being dragged to the imapler's stake.

Due to the sweltering climate, there are few if any nudity taboos anywhere in the principalities of Mu. In the jungle lands, the poorest peasant farmers get through their day-to-day lives wearing little more than a homespun loincloth. More prosperous individuals can afford better material with jewelry made of wooden beads of semi-precious stones. Meanwhile the nobility wear silken skirts or sarongs, bracelets and anklets made of precious metals, elaborate headdresses, and paint their skin with elaborate patterns with a plant dyes similar to henna. Denizens of cooler climates tend to wear considerably more—leather tunics, pantaloons, or skirts—but for practicality sake and not out of any sense of “modesty.”

The kingdoms of Mu are largely patriarchal with few opportunities for women. Most young girls, regardless of status, find themselves betrothed to their future husbands as soon as it is certain that they will live to see adolescence. A wife is considered the husband’s property and after their marriage rituals are concluded  women face a life of household duty and childbearing without any hope of independence. In some Muvian kingdoms, it is common practice to pass widows onto male relatives as an inheritance. There are exceptions: Women born into wealth and power can often buy their own equality and find themselves in places of government or the temples. Also, a unmarried woman can voluntarily disown herself from her family dissolving all ties once and for all. Once the decision is made, there is no going back, and a woman liberated thus is considered dead to her kin and must now fend for themselves. Those who don’t die from starvation or sell themselves into slavery make seek whatever profession they are able to perform: priestess, merchants, scholars, even warriors.

Muvian sexuality is also reflects their penchant for male chauvinism and privilege. A married woman is expected to faithful to their husband and no one else. Meanwhile, no such expectations are placed upon the male, who may  take as many lovers as he wishes. A female adulteress usually faces dire consequences if her infidelity is ever discovered.  Independent woman enjoy that same freedom, but lose it if they ever choose to take a husband. (Needless to say, women who choose the path of independence tend to stay that way, allowing them to love whom they choose.) Other than that, there are few sexual taboos. Most Muvian adolescents experiment with sex before their marriages are made final. As long as there are no unexpected pregnancies to spoil a betrothal, there is no expectation that either bride or groom be virgins on their wedding day. Herbal contraceptives for both men and women, as well as abortifacients, do exist, but they are expensive. Homosexuality and bisexuality are tolerated, but the same standards apply; a man may have a male paramour, but a married women may not take a female lover anymore than she could enjoy another male.
.
Religion:

Perhaps the most important aspect of Muvian society is the role that religion plays. In most Cthulhu Mythos fiction set in modern times, the knowledge of the Great Old Ones and the Outer Gods are largely unknown and their worship is conducted in secret by degenerate cults and insane dabblers in sorcery. However, in the time of Mu, these beings are commonly known and worshiped openly, mostly out of fear of that being's wrath, but sometimes with sincere (if misguided) reverence. Here are a few notable examples: 

Ghanatothoa:

Of all the religions practiced upon Mu, the Temple of Ghanatothoa is by far the most powerful, devious, and cruel. The primary reason is that unlike the other gods who either slumber unseen in the hidden places of the world or dwell beyond our universe of space and time, Ghanatothoa is real and present fact. Any one brave (or insane) enough many journey up the slopes of Mount Yaddith-Gho to the Great Old One’s citadel and see it for themselves. Granted, they will never return, but they can see it.

Initially, the Cult sincerely believed that their rituals and sacrifices were all that kept the Monster of the Mount at bay, but over the centuries the power and wealth that such fear could create was too irresistible to ignore. Even the mightiest king can be swayed something as a overt mob of frightened peasants fearing that their ruler’s disobedience to the Cult’s wishes will lose Ghanathothoa upon their lands, to something as subtle as the vague suggestion that their beloved son or daughter may find themselves one of the fortunate few selected to die upon the temples flaming altars unless certain demands aren't met.

They are everywhere. After what would commonly be known as “T’yog’s Folly,” the temple’s hold over the rulers of Mu became nigh-absolute. There is nary one royal adviser or chamberlain in any kingdom of province who does not wear the vestments of a priest of Ghanatothoa. Custom grants their priesthood the power of life and death over any subject, excluding the king or a brother priest. Every major city has one holy place set aside for them. The temple employs spies to keep a watchful eye upon their enemies, publicly executes those who need to be made a public example of, and hires assassins to silence those who need to be killed quietly.

The priesthood of Ghanatothoa guards their power jealously, and for good reason. Even the priests of the lowest rungs of the temple hierarchy enjoy “…a marble house, a chest of gold, two hundred slaves, and an hundred concubines…” Having nearly exclusive access to the Mi-go ruins on and around their holy mountain, it is whispered that the temple has possession of many technological and magical devices left behind by the Fungi from Yuggoth. Scholars and sorcerers from all corners of Mu often petition the temple to examine any such alien wonders. They are almost always turned down.

Shub Niggurath:


Before the dominion of the Ghanatothoa’s sect engulfed Mu, the most powerful and influential of the continent’s religions was the worship of Shub Niggurath, the Mighty Mother, Black Goat of the Woods with Thousand Young. Revered by many, this primal goddess personifies the forces of nature, fertility, birth and sexual ecstasy. In the farms and villages, peasants venerate her and make offerings at her shrines for plentiful crops and healthy offspring. Within the great copper gated temples found in most major cities, sacred courtesans, anointed to take on the role of the goddess herself, are willing to bestow the gifts of Shub Niggurath to those with the coin. Her holiest days are the Equinoxes, were before and after the winter rainy season, the cyclic beginning and ending of life are celebrated with public feasts, orgies, and sacrifices.

As the followers of the Monster of the Mount started to grow in strength, they began to directly opposition with the Temple of Shub Niggurath. After decades of conflict, the High Priest T’Yog devised a plan he hoped would weaken the cult of Ghanatothoa low once and for all. Constructing a talisman his research showed would render him immune to the Great Old One’s petrifying powers, T’Yog climbed the slopes of Mount Yaddith-Gho hoping that with the aid of his Goddess, the alien horror would be laid low at last. He never returned. Humiliated by T’Yog’s failure, the Temple of Shub Niggurath lost most of their political favor as fear of the Ghanatothoa’s power swayed the kings and princes of Mu to his temple. Even though the faithful still come, the temple is diminished shadow of its former decadent glory but has been rendered impotent as the despotic grip of the Temple of Ghanatothoa tightens around it.

Cthulhu:


Millions of years  before humanity ever set foot upon Mu, Great Cthulhu and his spawn ruled the continent until whatever unknown calamity sent their city of R'Lyeh under the sea. Time and the elements have destroyed most remnents of Cthulhu's reign, but his memory is kept alive by his cult and runs of his civilization can be found in dark and dangerous places. Even though he lies in a death-like sleep somewhere on the ocean floor, Cthulhu communicates his desires to the fleshy minds of men though dreams.

Cthulhu worship can be just as bloody and savage as the worship of the Monster of the Mount, but as patron god of the oceans, he most popular among the sailors and fisher-folk of the continent, especially along the southern coast. Legend has it that the undersea ruins R’lyeh itself is somewhere beneath those waters. Due to the incursion of  the Temple of Ghanatothoa into the cities, most Cthulhu's worship is found in smaller and isolated seaside villages or port towns. Whether it is from inbreeding or some other hereditary disorder, the most fervent worshipers of Lord Cthulhu are easy to spot: they have large, watery eyes that never seem to blink, scabby peeling skins that worsens with age, narrow heads and inordinately large hands and feet. This look is most common among the middle circles of  Cthulhu's priesthood. Outsiders never get to see the high or elder priests at all.

22 Apr 03:44

Campaign Setting: Making the World

by noreply@blogger.com (Jason Lutes)
The DCC RPG has been such a refreshing return to the excitement of my earliest days of playing D&D, that I wanted to maintain that feeling as much as possible in the creation of the world that would be the backdrop for our campaign. After many hours reading various old school blogs and a few false starts, I settled on an approach that uses a foundation of randomly generated elements, but relies on my own creative instincts to fill holes and bridge gaps in language, logic or continuity. This combination hits the sweet spot of allowing me the fun of "discovering" the world (by rolling dice to obtain results), and the pleasure of shaping it to suit my personal taste. Also, with my free time at such a premium, I wanted to be able to develop stuff quickly, without getting too bogged down in the details. So building off of a randomly generated framework was the right way to go for me.

The first thing I did was generate the planet by using the world generator at donjon, one of that site's many terrific generators. Two cool things about donjon's generator: it translates the fractal data into a hexmap, and adds names cities, terrain features, and adventure sites. I discarded the first two maps it gave me, but kept the third one, which looks like this:


Then, I chose an area of the map as the starting location for the campaign. I chose one of the smaller continents, since it seemed like a contained area would be easier to flesh out.


Next, I hit up the civilization generator at chaotic shiny, and copied down everything it spat out. I didn't intend to stick hard by this stuff, but it was a great starting point from which I could draw associations and begin to build up an idea of the society. Out of this, in short order, I had a hereditary autocracy with strong political factions, a fairly stable political situation, and good foreign relations; where magic was believed to be "granted by spirits" (nicely in keeping with the DCC RPG), powerful in the domains of weather, illusion, and chaos, and used for travel. This last gave me the idea for a class of mage-navigators employed to safeguard the nation's fleets, but I filed that way for future use. The cultural stuff the generator coughed up was such a random grab-bag of disconnected ideas that I just disregarded them. But I did like the national motto: "Ritual and morality," and the note that the culture was "shaped by religious force." A good thematic focal point.

So: autocracy. An empire? "Empire" is a word that implies great size, and my little continent didn't seem big enough to merit the term. But I decided to stick with it for the time being. I can't remember now where I got the proper name, but I decided to call the place Bramica, or the Bramic Empire.

The next step was to drill down to an area where my group of 0-level characters would be starting play. First, though, I took donjon's fractal map and redrew it using Hexographer:


Oh, did I hunt around for a long time looking for a decent rpg overland mapping tool. I've actually owned Campaign Cartographer 3 for years, but the learning curve is too flippin' steep for me — I needed a world, and I needed it fast. I tried the demo of Hexographer after seeing it mentioned on various old-school rpg blogs, and I liked what I saw, so I paid for the full version. It totally fits the bill. Eventually I will redraw local maps by hand, but this program did the job I needed it to do. I transcribed the donjon map hex by hex, making terrain type calls as needed, and retaining the city and ruin locations. I should note here that for this "atlas" scale map, and the smaller-scale maps that follow, I used the great hex templates created by Erin over at The Welsh Piper, an excellent resource for anyone who wants to develop a campaign from scratch.

After I had the three main cities from the donjon map in place, I connected them with roads that made sense in relation to the terrain, and added a couple of towns at what seemed like appropriate places. I didn't really like any of the donjon fractal map names, so I discarded them and asked donjon's town/city name generator to cough up a few, taking ones I liked, tweaking the spelling, and dropping them onto the map: Pamor, Galeah, and Zarakzund, City of Crowns. That last one is definitely the capitol, right? And it sounds wizardy and it's a seaport, so that's where my guild of navigator-mages will be (must resist tangent). The two towns I named a little differently: Moorford, because well, there's a ford in the middle of the moor there, and Assalom's Rest because it just popped into my head. Assalom is Bramica's god of poetry, ghosts, and feasts, one of the deities birthed by chaotic shiny's pantheon generator. Iffy names, a hodgepodge of details, but a good starting point from which to build a cast of higher powers. I'm actually super-picky about language and names in fantasy settings (thank you Professor Tolkien), but for an old-school hex-crawl, generic vaguely European-sounding fantasy names are part of the fun.

Okay, so now I've got a cartographic basis the Bramic Empire, but it's still pretty high level. I need to choose a starting region — one of the squares on the atlas map — for the PCs. In the DCC RPG, all 0-level PCs begin their careers as lowly villagers or common citizens, so I want a humble beginning, somewhere in the sticks. But not too far from the big city, so they can get there relatively easily if they choose to. I settle on the region that contains Assalom's Rest, because it's within a few days' march of both Galeah and Zarakzund, Assalom's Rest itself will provide a good mid-sized town for them to visit, and there is a decent variety of terrain types: sea, inland water, grassland, moor, and forest.


Now I turn to the Welsh Piper again. I read a lot of different blogs about world-building before starting this campaign, and the Piper's approach hits all the right notes for me: clean, succinct, and suggestive, building on the likes of that classic from my youth, The Wilderlands of High Fantasy, but smoothing out the edges and toning down the weirdness a little. Using his excellent 3 part guide to hex-based campaign design, I started by fleshing out the region map:

Click image for a larger view.

After laying in the basic landmass outlines and terrain, I draw in the rivers. The fractal map included rivers, but they're more at the scale of the Mississippi or Nile, so I need to add all the smaller ones, following the simple guideline that water always flows downhill. There are no mountains in this area, just some scattered hills, so all I need to do is steer clear of them on the way to the sea. I make one river flow past Assalom's Rest, because as a rule, for obvious reasons, most settlements grow up around some sort of watercourse.

Now comes my favorite part of randomized world mapping: generating the contents of individual hexes. After tinkering with a few different approaches, found online and elsewhere, I again find myself back at the knee of the Welsh Piper. His guide to generating encounters on per-hex basis was exactly what I wanted. Using the steps outlined there, I go through each individual sub-hex (the hexes that comprise the larger overlay of hexes, not the smallest hexes) and roll for major and minor encounters. I do this for the entire region, but here's what I end up with in the upper left corner:


A) Monster lair. I decide to make this a burial mound with un-dead denizens.
B) Campsite. A way-station for hunters.
C) Religious order (Neutral). Maybe a monastery or nunnery.
D) Battlefield. The site of some historic conflict.
E) Religious order (Chaotic). Eventually I decide to make this the site of DCC Adventures #59: Mists of Madness. In the neighboring hex I rolled another hunters' camp, which I decide to make a covert guard post for the isolated Chaotic temple. 
F) Settlement. The village of Hovick!
G) Sacred ground.
H) Dungeon. This is the only hand-placed encounter site in this area, and I added it after settling on DCC Adventures #35A: Halls of the Minotaur as the first adventure for my players.

I ended up generating several small villages over the rest of the region, but this one near Black Lake (since renamed Blacksalt lake) was the perfect place to start the PCs: on the water, two days' march from Assalom's Rest, and right next to a deep, dark forest. I had settled on adapting Halls of the Minotaur for our first adventure, so I plunked that down in the forest about 10 miles to the southeast of Hovick. And that module gave me the name for the forest: Wildthorn Wood.

And as far as the physical environment goes, that's all I have so far. Much more than I really need, but I like to have some sense of context for the adventures, and I really enjoy random world generation. If the PCs survive this first adventure, they'll have a whole world to explore, and I look forward to filling in the details as we go.
18 Apr 13:58

I’ve Gotta Have Faith

by Last Gasp
Okay so Clerics. First of all, I’m going to call them Mystics (or Cabbalists, The Possess’d, Prophets, Seers, Emissaries, or Daemonseed depending on who you talk to). It’s never really made sense to me how holy missionary warrior priests end up robbing tombs with a bunch of misfits, but Mystics, spreading the word/infection of their [...]
17 Apr 21:02

Memories of A Red Planet - Phantasm 1979 Commentary For Your Old School Horror Campaigns

by noreply@blogger.com (Needles)
File:Phantasm.jpg
There are a few films that have changed my life forever. Hellraiser I & II respectively and the Phantasm movies.
 I saw Phantasm when I was nine years old and it was during the same year as Star Wars. It was pretty vicious for its time and remains a favorite of mine.
Wiki describes it ever so subtly - It introduced the Tall Man (Angus Scrimm), a supernatural and malevolent undertaker who turns the dead into dwarf zombies to do his bidding and take over the world.   Actually their used as exploited slave workers in another dimensional local referred to as The Red Planet. 


Major Spoilers AHEAD!
Here 's The Plot according to Wiki: 
Following the death of his parents and brother, 24-year-old musician Jody Pearson raises his 13-year-old brother Mike in a small town disturbed by the mysterious deaths of its citizens. Reggie, a family man and ice cream vendor, joins the brothers in their suspicions that the local mortician, dubbed the Tall Man, is responsible for the deaths. Mike relays his fears to a fortune teller and her granddaughter about the possibility of Jody departing and leaving him in the care of his aunt, along with his suspicions about the Tall Man. Mike is shown a small black box and told to put his hand into it. After the box grips his hand, Mike is told not to be afraid and as the panic subsides, the box relaxes its grip. The notion of fear itself as the killer is established and is what propels Mike toward his final confrontation in the film with the Tall Man.
Mike is pursued by minions of the Tall Man, alien dwarves (which are kept in a small room that houses a gateway device between the two worlds), who are made from the bodies of the recently deceased, and tries to convince his brother of what is happening.
After convincing Mike and Reggie, they find a strange white room with containers in the mausoleum; a gateway to another planet is also there that Mike enters briefly where he sees the alien dwarves that have hunted him being used as slaves. While trying to escape the Tall Man, Reggie is stabbed and appears to die while Mike and Jody barely escape. They devise a plan to lure the Tall Man into a local deserted mine shaft and trap him inside. After doing so successfully, Mike wakes with a start in his house, lying by the fireplace with Reggie sitting next to him.
Reggie tells Mike he was simply having a bad dream, something that has been a common occurrence since Jody died in a car crash. Mike goes into his room where the Tall Man is waiting and an alien dwarf pulls Mike through his bedroom mirror.



The Mega Dungeons of Morningside 

I used to pop this movie into the VCR up in Boston quite often. Often enough to drive the girlfriend of the time up the wall or the crew in the video store. Phantasm has become another "thought exercise" campaign.  The way I see it Phantasm is a coming of age story with horror, misery, grave robbing, the Tall Man, and puberty.
The world of Phantasm isn't our world at all. It's an alternative universe at the start of a Lovecraft alien invasion from another dimension.
This is a world on the razor's edge where the worlds of the dead, dreams, and power are colliding. This is a world on fire and its happening out in the middle of the Midwest. Right in the middle of Everytown USA and the implication is that this is only the beginning. 
 We get our first glimpse of psionic witchcraft with  the fortune teller and her granddaughter.There are overtones of "Dune" like psionics and its our first glimpse of such. It won't be our last in this movie. Countless times I've used the "Order of The Blue Star" in games. A spiritualist like movement that teaches the opening of the invisible eye the gate way to psionic or psychic powers. They usually use a blue star tattoo in the middle of their forehead or on their cheek.

The Morning Side Mega Dungeon  

The Morning side funeral home and cemetery boast a boatload of possibilities. This isn't simply one small dwarf infested funeral home with a space gate.  There might be an underground dwarf processing plant that we never got to see.
The whole of Morning side is covered by the "Tall Man's influence" and the psychic effects of them. He might me anywhere watching at any time.  
Another aspect that we don't get in any other movies is the succubus like "Lavender Lady" a demonic minion or aspect of the "Tall Man" collecting and seducing especially juicy mortals for "processing" or worse.
 The whole of Morningside wasn't explored at all in the film per say. There might be crypts of yellow blooded undead. Zombies, mutant things, and weird tech just waiting down in those vaults. 

Then there's the aspect that never really gets explained. What happened to Mike's cousin and the other girls at the end of the movie? Could they have warned the other locals before the shadow of the Tall Man engulfs them all? 

As I stated earlier the veil between dream and reality of this world is very thin and like all of the fiction of HP Lovecraft and the other pulp greats. The Tall man uses the collective human unconsciousness as a gate way to the past, present, and future.  Anyone messing with the Tall man should be send horrific dreams. And might even wind up in his clutches psychically. 

"After convincing Mike and Reggie, they find a strange white room with containers in the mausoleum; a gateway to another planet is also there that Mike enters briefly where he sees the alien dwarves that have hunted him being used as slaves. While trying to escape the Tall Man" 
Well the heart and "soul" of the cemetery of Morning Side is going to be the Space Gate.
 The Spheres guard it and they will come for anyone trying to break into the place.

Playing In A Version Of The Phantasm Universe 
I've been using this movie for years and the best source for a phantastic timeline of events from the movie is Phantasm Movie Archive. 
Francisco Gabaldón (aka The Spanish Phan) has valiantly written a broad chronicle of Phantasm history to help make sense of it all.Continue reading to traverse his completed timeline. You can find it right over Here

Alright gaming in the first movie universe is going to require a game like Call of Cthulhu or simply a game of "Mutant Future"with all human PC's.
The locals are just starting to wake up to the Tall Man's influence and are forming cells. You can expect a very high body count with PC's as well.
It has been suggested that for a game like Dark Conspiracy that the Tall Man is simply another alien Dark Lord of tremendous power.  In Torg I've used him as a Highlord of incredibly psionic potential who uses telekinesis throughout the film.
In Kult he's a forgotten god hell bent on taking back his  own portion of the illusion.
With D&D I've made him a death god in his own right and given him some psionic abilities. I also had him connected with the Mi Go as a god of theirs.
 Recently ,The Field Guide To Doomsday blog had a phan write up of the spheres In The Mutant Future Supplement Spawn of Devastation Drive In. A free download available right over HERE.

I'd like to thank The Phantasm Archives for their awesome site.
Right HERE
And of course The Official Phantasm site right HERE


This blog entry is for entertainment purposes and as phan discussion only. This is not meant as a challenge to the trade mark or copyright of the phantasm movies or their trademark holders. Opinions expressed are the authors.
Thank you. 
17 Apr 20:49

DIY Grind House Torg Setting Take Five - Actual Play - The First Game

by noreply@blogger.com (Needles)

This campaign idea went from being a thought exercise into a full blown game tonight after three of my friend Larry's players came down with colds. Their regular Grey Hawk campaign which has been running for twenty seven years is at a critical juncture. So without these players something else was needed to take their place.
 The DIY Grind House Torg Setting became that adventure tonight. I changed the material extensively because apparently there are a number of players who read this blog. For the former Grind House Torg stuff go Here
We used Swords And Wizardry for the back system for this game. 

Here are the changes to the realms. Much of the realms are now my own creation drawn through the filter of public domain grind house movies

  1. Europe - Wasteland ruins ruled over by Nazi warlords and wizards. Some pockets of weird technology created by said wizards. OD&D monsters and mutants roam through through this landscape. 
  2. Greenland and Iceland  - Realm of Dark Elven warriors/wizards among the volcanoes and green rolling hills. Drawn from Scandinavian mythology and cheesy fantasy movies. 
  3. The UK - The Machine Realms - Weird Lovecraftian cybernetic technology 
  4. USSR - The Yonya Realms - Barbarian warlords,wizards, green skin humanoid tribes all drawn from "The Prisoners of The Lost Universe" 
  5. Canada - The Inner Earth Invades Realm - Paleo terror tears through the ruins of Canadian cities while Sasquatch mutants roam the wilderness. Some pockets of high inner Earth tech! 
  6. United States -  A. East Coast - This Is Lovecraft country  - This is the pulp realm of New England. B. The West Coast -  A "Road Nomads style world" think 80's television like Airwolf, The Highway man, etc. with lots of Post Apocalyptic goodness! 
  7. Mexico and South America - Lovecraftian Technological Nightmare realms - Forbidden gods, weird cults, and mythological nightmares 
  8. China and India - Zombie Realms - Filled with Dark Magic, forbidden rites, and ancient wizards! This realm of zombie horror is one of the most dangerous. 
  9. Australia - Dinoverse - A world where the dinosaurs evolved into humanoid forms. 80's and 90's technology with humanoid dinosaurs and awesomeness 
  10. Japan and Indonesia - The Ancient Space Gods Return Realm - Where the ancient gods of space and time have returned to terrorize mankind! The rule of the saucer has begun 
  11. Africa- The Realms of Interzone - The Realms of Naked Lunch and Pulp Africa 
  12. Antarctica  - The "At The Mountains of Madness" Realms - Lovecraftian masters return to claim what is rightfully theirs. 
  13. Glanauaethan - The Fallen Utopia - A realm of shattered high technology and decadence, this reality of survivors, mutant tribes, androids, and former space travelers  are strangers in a strange land. Drawn from countless PD science fictional movies . This group of rag tag survivors has come from an alternative Earth where a cosmic plague has ravaged most of humanity. This group of time traveling refugees uses its know of a possible future to recruit adventurers from across the realms to advance its own mysterious and some would say twisted agenda. 

The ruins of Europe 

The Player Characters Party 

  1. Jason's 5th level Cleric - Pun'ra African Witch Doctor And History Professor  From Africa 
  2. Terry's 6th level Wizard - Tarsha Zombie Master From The Far East And Yor Zombie Bodyguard 
  3. Tom's 7th level Fighter - Jason Harrison And Pete - Telepathic Fighter and Intelligent Dire Wolf Companion From The Ruined South Western United States 
  4. Betty's  Silva Nolton 6th level Cyborg/Fighter From London,U.K.  
  5. Larry's 6th Level Hippie Druid Henry Sprocket From New Hampshire 
  6. Gloria's 7th level Mutant Wizard Re're Shaw From Mexico Mistress Of The Void 
  7. Mick's 6th/5th level Wizard/Thief -The Kathmandu Kid 
  8. Ronny's 6th level Fighter/Artificer From Glanauaethan - Gygach The Wanderer 
  9. A late addition - Jole running 5th level Fighter named Jason "The Warrior" Gazzani AutoFreak/Driver From Kansas.  


The PC's were brought together to retrieve a group of survivors who had run afoul of a group of Templars out in the South Western United States by the Glanauaethan. I pulled the survivors from the Desert Nomads Set One from Fish Wife games. The Nomads were carrying a valuable cargo for the Glanauaethan. 

The templars and their tricked out vehicles were closing in the Desert Nomads. Jason "The Warrior" Gazzani was driving a "Battle Truck" loaned to him by the Glanauaethan. Everything was going quite well for the party until the Templars opened up with a solid wall of machine gun fire and then the party discovered that they had a wizard working for them. 
That's when the shaggoth showed up and almost ate the entire party. The machine gun fire managed to keep it at bay as the PC's risked life and limb to save those survivors.  The PC's managed to drive the templars off for a bit and were able to retrieve some awesome loot from the templars car along with some ammo. The templars made good their get away while the party had to contend with a shaggoth the size of a bus. 
After an extensive fire fight the party was able to track down the templars to their headquarters and the raid went off with two PC's grievously injured. The party did manage to get the nomads despite the close calls. 
More next week! 
 


 If your curious about Waste Land Nomads check out the information below. 





A Motley Group Of Post Apocalyptic Travelers..
The highways and byways of the post apocalyptic wastes are full of different bands of ragtag travelers. Some of these nomads are merely groups of survivors trying to seek out a better life while others are gangs of thuggish brutes with no qualms about terrorizing others for kicks and personal gain. In between are even more groups that contain a combination of good and evil personalities.
 In the interest of providing a Game Master (GM) with a variety of interesting characters for their post apocalyptic settings, the Wasteland Nomads series of products provides a fleshed out, detailed group of nomads with each set. Some of these nomadic groups may find their selves forming an alliance with the player characters while others might become formidable enemies. The information provided in each set contains an overview of the group as whole, with basic shared goals and a brief history. Some groups will have an identified name while others will not. Named groups are especially common amongst roaming gangs of thugs. The group members are then presented with a descriptive block of text. Within this text you will find the character's name, identified role, personality notes, weapons, worn attire (and armor), and notable gear. Information regarding vehicles (if one is used/possessed) as well as pets (if the character has one). In the interest of making this product more game system generic, attribute and character statistics are not included. In addition, the characters provided are more or less "normal human" in nature. If the GM wishes to do so they may want to further apply mutations or cybernetic components to the characters provided. Furthermore, the GM should feel free to modify the characters' storylines, descriptions, and gear if the GM so chooses.
Set 1: An Unnamed Group Of Survivors
The first set of nomads in this series is an unnamed group of 15 different post apocalyptic survivors. Originally compromised of a handful of folks merely seeking out a peaceful, resource rich location to settle down in and call home, the group has grown to include a number of unsavory characters with greedy, lustful, and/or bloodthirsty intentions. Led by a man named Jonas, the nomadic pack wanders the major highways as they seek out resources and hopefully a permanent location to settle down into.
Pages: 8
You can get Desert Nomads Set 1 for 1.00 right over at DriveThruRpg right over HERE
17 Apr 20:49

"I Eat Your Skin" 1964 Movie For Your Old School Horror Campaign

by noreply@blogger.com (Needles)

My favorite Bug eyed Zombie Cheap Schlock flick!
 I used to slip this one in the VCR when things got slow at the video store and watch the crowd gather. The usual response was "WTF is this movie?"
Its one of my old standbys folks! 


Here's another film that I've used at conventions and local old school horror games for adventures. Chill,Kult,WoD,and many others. This isn't a mere trashtasic film no this is a trashtastic classic! Harris, a playboy author of adventure books that read more like trashy romance novels, is invited to accompany his agent to Voodoo Island in the Caribbean-it would make a great setting for his next novel, he is told. 
So he takes the most rickey prop plane in the universe down to Voodoo Island.  There he is attacked by our first zombie . Then he puts the moves on the local scientist's daughter. 
Seems the local "Voodoo" cult   Necromancy cult has been messing around with the scientist's latest cancer drug. Here's the actual plot according to wiki:
William Joyce. An author en route to the mysterious Voodoo Island crashes on a desolate beach, but soon discovers he's not alone-the island is filled with bikini-wearing zombies, a mad witch doctor and radioactive snake venom ! 
It gets better from there.  The local cult leader has been using the bug eyed zombies to  murder anyone who gets in his way.  Be warned this is a terrible tiki torch dime store movie with all the charm that it entails! 
Here's a trailer for the movie. If your into this sort of Grind House movie then watch the full movie. 


This is without a doubt, my favorite bug-eyed zombie movie!
There isn't any skin eating in this movie at all. 
The Full Movie 

Using I Eat Your Skin For Your Old School Horror 
Alright right off the bat here I'll admit that I used this entire movie as a gate way drug for numerous campaigns. There's just too much to mine in this one. Alright lets start at the top. Del Tenney was either a mad man or genius depending on how you look at it.   William Joyce, the hero of the film is a tough, macho, sex maniac, and later becomes the head of a pulp publishing company which churns out endless Men's adventure novels in my campaigns.

 
  Voodoo Island has been the start of a local zombie plague out break in the Chill rpg. The last remains of a cult of Stygian necromancers in Marvel Super Heroes. The beginning point for another zombie outbreak in Kult where the process of death is breaking down and the hiding place for a Death Lord. 

In Dark Conspiracy,  Voodoo Island is the starting point for an investigation into the trepidation of a local Dark Lord. 
 The scientist and his radioactive snake venom have been the source of numerous zombie plagues across the world. Darkest Key West has provided the origin point for super heroes, mutants, and other PC's throughout Connecticut! 

Voodoo Island has also shown up in every retroclone around. Its origin hasn't changed one bit accept that the alchemist is seeking a cure for the black plague. The witch doctor and company stays the same. 


" Voodoo Island Zombie "
 

Armor Class: 8(11),7(12)with trash can shield 
Hit Dice: 2 
Attacks: Weapon, Strike(1d6), or Infectious Bite (1d3)
Special: Immune To Sleep and Charm, Carriers Of Zombie plague 
Move: 7 
HDE/XP: 3/30
 The creation of an unholy combination of mad science and sorcery these zombies are quick moving and carriers of the dread zombie plague. Those bitten must save vs death or slip to the tragic plague like zombie undeath state.
A necromancer of greater then 2nd level may take command of these vile things and give them simple commands.They may be turned like any other undead.
They still remember their dim humanity and may use simple weapons and some tools. These unholy undead things will feast on the living as the various stages of zombification begin to affect their minds and organs. They are immune to all mind effecting magic except the blackest of necromancy.
After the atomic wars these monsters have been seen roaming the ruins of South America and Florida as well as parts of mexico. Like any other zombie a head shot will kill these monsters.

Voodoo Island Notes
 
Voodoo Island is one of those mythical locations that crops up from time to time in super market tabloid news  papers and upon the scream sheet apps. The place has a vile history among the natives of Key West and refugees from Cuba.
The history of the place goes back to the time of slaves when weird rites were reported by Missionaries to the island. They reported a vile strain of Voodoo unrecognizable among any other African or Congo peoples. This is because the cult upon the island is one of the last bastions on Earth of the hated Stygian Witchcraft. This once healthy and very dangerous cult has cropped up no where else in the entire world. 
The arrival of the snake venom research during the 60's and the mutation of the drug research allowed the return of horrid necomantic rites long thought of extinct. It is said that there is an actual supernatural agency at work upon the island. This however has been dismissed by many.
The island itself is said to be haunted and there are reports of the place seemly to vanish off of the displays of radar and surveillance  images.  There have been numerous disappearances of boats, planes, and other craft within the vicinity of the island.  Magnetic disturbances abound with a five mile radius of the place. 
The Island has been seen as an even more dangerous in many time lines and alternative worlds where the zombie plague has run a muck. Mutated animals, hordes of zombies, and the occasional mutated giant spider have been encountered.
A visit to Voodoo Island should only be done by the most intrepid of adventurers armed with the most heavy fire power allowed by modern law. 

17 Apr 19:01

Crude Magic

by noreply@blogger.com (Telecanter)
oz gagnon

interesting variation to D&D magic

The idea of a teleport spell that doesn't cleanly and efficiently move you from point A to point B, but instead swaps chunks of the ground you are standing on got me thinking what if spells in general were more clunky?

How about a magic missile that requires you to carry around a full-size golden arrow and then throw it at your target to activate the spell.  Afterwards you have to go retrieve the thing.

This is similar to requiring material components or making spells more ritual-like.  But I'm also interested in making them weirder, and not so clean and science-like.  

Maybe putting creatures to sleep means your party will be awake all night because the sleep of your own party was used in an exchange. 

To charm someone you need to get them to eat some food you prepared (that sounds familiar did I blog about that before?).

To read languages means you gain the ability to use that language like a native but can only speak that language for the duration.

To shrink yourself creates a pile of fatty, excess meat that awaits your transformation back to normal size.

To fly actually summons two invisible angels that pull you about on invisible cords.  You must speak the language of the angels to navigate or there is no telling where they may decide you need to go.

Continual light requires clenching a bit of coal and fat in your fist, continuously.

Okay, got to get back to work.  Leave your examples of weird, messy, unexpected versions of traditional D&D spells below.
13 Apr 21:06

Photo



06 Apr 22:20

Grow an Endless Supply of Celery from an Old Celery Stalk

by Melanie Pinola
Click here to read Grow an Endless Supply of Celery from an Old Celery Stalk This little indoor gardening project might mean never having to buy celery again. Turn the base end of a bunch of celery (which you'd normally throw out or compost) into a celery plant, for an everlasting supply of the vegetable. More »


31 Mar 19:30

Dwarves on Stilts

by Brendan
oz gagnon

might have to check this out

I recently noticed that Mirror, Mirror was available for free on demand as part of my cable service. I’m not going to say much about the writing, acting, and plot because, well, they weren’t very good (though I admit that the actress for Snow and a few of the dwarves did grow on me by the end).

However, there were a few worthwhile visuals, including bandit dwarves who use stilts to appear as giants, and a scene involving puppet golems controlled from afar by the sorcerous queen. Also, the costumes were pretty good in a totally over the top Lady Gaga sort of way (I could totally see this palate used in the Dying Earth). I also quite liked the depiction of the pocket dimension and the mirror as portal. Unfortunately, I couldn’t find any video clips of the good bits, but here are some images from around the web which might get across the general ideas.

Dwarves on stilts

Dwarves on stilts (source)

Puppet golems

Puppet golem creepily walking backwards Voldo-style (source)

Vancian wedding costumes

Vancian wedding costumes (source)

31 Mar 19:29

The Oakheart Academy for Wayward Girls - Part One

by Ben Djarum
HEXENBRACKEN Hex # 03 05
Tucked away in the northwest of The Hexenbracken, you will find The Oakheart Academy for Wayward Girls.

The Academy was founded by Gristel Oakheart as a place for noble families to send their daughters of rebellious or otherwise undesirable disposition. The Hexenbracken was rife with witchcraft and dark sorcery. At the Oakheart Academy, the girls would be cured of any transgressive, mystical tendencies.
However, a dark secret lurks far beneath the dormitories and halls of the academy. Gristel Oakheart is high priestess of the loathsome Juiblex, the Faceless Lord and god of slimes, jellies, and oozes.


It is rumored that Gristel herself is using many of the students in evil rituals in order to create a gateway for the foul god to enter into this world. Many students have gone missing and there have been a  few who have left seek help from the outside. Most of these are brought back by Gristel's sentries or are devoured by the aboleths in the waters throughout The Hexenbracken.
Furthermore, Gristel has been performing experiments on students, as well as on herself, to create the perfect consort for Juiblex. Many of her experiments have resulted in horrific slime hybrid abominations that she keeps locked away in a hidden vault deep beneath the Academy.

GRISTEL'S VAULT
  1. Prisoners and test subjects are magically teleported to this room. The doors to the North, South and East are locked. The west wall of the room is covered with several hooks hung with leather aprons and gloves. Several candelabras illuminate the room. On the wall next to the East Door is a lantern covered in red glass. When the lantern is removed, a switch to open the East Door is revealed. However, as it opens, an enormous black pudding (AC 6 HD 10 MV 80' (40') No of Attacks 1 3-24 dam SV F5) falls from the ceiling.
  2. The floor of this room is covered in magical symbols that glow a sinister green color. Along the east wall are 8 metal amphoras sealed with wire and wax. Each one holds a virulent slime of varying hue. If opened, the slime will explode into the face of whomever is holding the vessel. Save vs. poison or die. 4d6 damage is save is successful.
    The symbols on the floor are actually carved into the stone and the greenish glow is from a green slime   seeping through the cuts and cracks. Anyone who steps on a symbol will be attacked by the slime. (AC 10 HD 2 MV 3' (1') No of Attacks: 1 SV F1)
  3. This room is where some of Gristel's vile experiments occurred. There is a stone tub in the center of the room where a grey ooze (AC 8 HD 3 MV 10' (3') No. of Attacks: 1 2-16 dam SV F2) is working away at dissolving a bright white skeleton.
    The door to the South West is sealed and if observed closely, will seem to "breathe" and "bulge". If opened, a torrent of slimes, oozes, puddings, and gelatinous cubes will explode from the door, filling the room and slowly drowning and dissolving everyone it's wake. The twisting corridor beyond and stairway down are filled with the undulating, shapeless jellies of Gristel's creation.
  4. Room of the Cubes - 24 Gelatinous Cubes (AC 8 HD 4 MV 60' (40') No of Attacks 1 2-8 dam + paralysis SV F2) routinely slither through this room and down the narrow passages that lead to Gristel's lair. Gristel throws rotting meat from the dining commons, and the remains of victims to her cubes regularly. Gristel can walk freely through the cubes without injury. 
  5. Gristel's Lair - There is a 25% chance that Gristel will be in her lair - a room filled with all manner of magical equipment - bubbling test tubes, glass vials, stone amphoras, and in the South East corner of the room - a stone well filled with bubbling green slime.The door to the North West leads to another corridor that is filled with cubes, oozes, and slimes. Gristel is impervious to any of their damaging effects.
    GRISTEL OAKHEART
    Lesser Slime LordAC 0
    HD 10 (80 hp)
    MV 80' (60')
    No. of Attacks - see below
    Damage - see below
    SV MU10
    Gristel can cast the following spells four times per day - Disintegrate, Teleport, Transmute Flesh to Slime, Transmute Metal to Slime, Wall of Fire, Wall of Ice, Wall of Slime. She can also polymorph self into slime at will, and Gate 1d10 oozes or slimes four times per day. She will not battle with intruders, but rather will teleport them away to the mass of slime beneath the vault or into Room 6 where her sentries lay in wait.
  6. Guard Room - Gristel's Sentries await instructions here. There are 1d8 at any given time (AC 0 HD 6 MV 60' (40') No. of Attacks 1 Dam by weapon SV F8) They are tall humanoid figures in black armor. Beneath their helmets and armor, the heads are covered in burlap sacks and the bodies of the sentries are comprised of writhing black and green slime. They will attack with long swords or axes. Players must save vs. paralysis if damaged during armed combat. When defeated, the slime within the sentries will spill out of the armor and attack (AC 4 HD 4 MV 40' (20') No of Attacks 1 2-12 Damage plus save vs. paralysis)
I need a shower after writing this post...