Friday, October 12, 2018

How to "7th Saga" Up Your Next Adventure

That thing I did with Myth and Drakkhen? Let's do it again. This time we've got the 1993 grind-em-up The 7th Saga, also known as Elnard in Japan. This SNES RPG wasn't as immediately baffling or weird to me as Drakkhen, but I still found it pretty strange once I gave it a closer look. As usual, roll a d30 on the following table for something to add to your next adventure, or just pick something that fits.
  1. A supercomputer, giant robot, or electronic weapon of mass destruction built by a high-tech society in a relatively low-tech world. By the way, it's Powered by Satan. Literally Satan, as in "the Devil." Bonus points if it triggers a massive earthquake and starts to sink an entire continent as soon as it's turned on.
  2. Along with humans, dwarfs, and elves, the playable races now include demons, robots, and aliens. Bonus points if the aliens can make their fists spontaneously combust when they punch their enemies.
  3. A medusa/centipede hybrid who used to be a normal person, and whose child died a tragic death. Now she kidnaps children - not for anything (intentionally) nefarious, but to keep her company, and to "protect" them from what she considers bad parenting and a dangerous outside world. A nearby community would really love to have their kids back, but there's that whole "being turned to stone" thing to worry about...
  4. A snake-themed, whip-wielding bounty hunter who has been hired to kill or capture the party. When he dies, he inexplicably comes back to life in a slightly altered form and tries to finish the job again later. He is really bad at ambushing people, as he always announces his presence before attacking, explaining his purpose and any changes he's undergone since his last death. He refuses to name the person who hired him, though. Bonus points if he does something overdramatic like carving the names of the party members on a tombstone and leaving it for them to discover.
  5. A millennia-old robot with faulty memory banks who wants to understand its purpose in life. Even though it's built like a war machine, it turns out it was originally built to work as an airport janitor.
  6. A spell that sucks the target through a wormhole and into the void of outer space. Strangely, it doesn't work if someone is playing a harp nearby.
  7. Everyone in town is talking about a Nessie-like monster in the nearby lake. It's actually a submarine built by a local inventor. There are previously-unknown underwater tunnels connecting the lake to other bodies of water (or stranger places); the submarine could theoretically traverse these tunnels.
  8. Kingdom A is well-known for its production of high-quality tools, weapons, and armor, made from a rare mineral found only in Kingdom B. Kingdom A's economy is booming thanks to the sale of these goods, and Kingdom B's economy is doing just as well due to the sale of ore to Kingdom A. Suddenly, the mineral supply dwindles drastically in the mines, so Kingdom B raises the price of ore. Kingdom A threatens to declare war if the prices are not lowered again. Meanwhile, Kingdom C is well-known for having the best mercenaries in the region...
  9. That big, scary demon in the haunted castle? He's actually the ghost of an innocent dog who died of a broken heart when his master was cruelly murdered by an evil prince. Putting the poor animal's spirit to rest with a token of his former life is probably a much smarter idea than trying to fight him. Besides, deep down, he's a good boy.
  10. Witches that have fused with pillars of rock to become immortal. Living stone slabs that would love nothing more than to fall on top of you like giant dominoes. Lumpy golems that magically make boulders rain from the sky.
  11. Enemies that light themselves on fire and try to tackle you.
  12. A warlord-sorcerer in an elaborate golden mask or headdress has brainwashed the population of (nearly) an entire town into mindless obedience. He is almost as adept at crafting illusions as he is at hypnosis. His mystical weakness is an artifact secreted away by an old sage he could not charm, who is currently locked up in the dungeon. Bonus points if the "town" in question is a fortress carved into the side of a mountain.
  13. A woman with giant snakes for legs insists that she's a griffin. You'd best not disagree with her: she's really good at kicking.
  14. A sage who curses the party because he had a prophetic vision that they were up to no good. Either the vision was inaccurate, or the party is highly intimidating, because the sage now regrets it. Unfortunately, he does not have the ability to lift the curse unless he gains possession of a certain magical trinket first...
  15. Crystal ball-based radar. Useful for avoiding encounters, as well as finding treasure, towns, or landmarks.
  16. A community that used to get all of its clean water from a magical artifact. One day, for no discernible reason, this strange item stopped providing for them. If you solve the community's hydration problems, they will gladly give you the artifact. It may have other uses. It may have a use for you.
  17. Seeds that increase your ability scores if eaten.
  18. Vast, flat wastelands pitted with craters and separated by steep, wall-like mountain ranges.
  19. Two towers on opposite sides of the world, built by dwarfs and connected by teleporters.
  20. Techno-magic airships that ferry the populations of entire cities away from their doomed homeland. They look like some kind of freaky giant metal bird monsters. Alternatively, the airship exodus could have happened in the distant past, and a scientist or wizard is trying to replicate the design of these aircraft. Yet another alternative is that there is one working airship left in the region (or the world), and it was recently bought for a huge sum by an insufferable braggart who is very picky about who he lets on board. Whatever the situation, the players could really use a ride.
  21. A supposedly wise and just wizard-king, known far and wide for his compassionate and reasonable rule, trains several apprentices in the ways of magic, and hints that one of them will be his heir. He seems completely unbothered by the open animosity between the apprentices and the fact that at least one of them is clearly evil.
  22. A memetic infection causes all of the NPCs to use the wrong names for things. Some examples: Hawks are "wyverns," giant ticks are "hermits," ghosts are "chimeras," eldritch tentacled horrors are "brains," spiders and tall people are both "moons," and centipedes are "spiders."
  23. A hero abandons their righteous quest in order to conquer a small nation and rule it with an iron fist.
  24. Abominations abound: Stranded travelers are mutated by unnatural hunger into antlered wendigo, and proceed to murder whole caravans with summoned storms. Gangly, rubbery, blue-skinned androids wrap their thin, powerful fingers around innocent necks. Half-rotten ghouls haunt the shadows, turning more and more gnawed corpses into the grinning undead. Flying manta rays and giant crabs invade the shores. Males quiver and clutch themselves in fear of the dreaded Manrot!
  25. A small child who happens to be a world-class treasure hunter. They don't always fully grasp the value of what they find.
  26. Monsters that can walk on water. Maybe that's why no one wants to go sailing.
  27. A levitating alien creature shaped vaguely like a sword or a cross.
  28. A player character turns out to be the reincarnation of another player character from a previous adventure or campaign. Alternatively, a player character who dies in the course of the current campaign is reincarnated later, either in the same campaign or a future one.
  29. A stable time loop perpetuated by God and Satan.
  30. A West Marches-style game in which the players are individually looking for seven powerful artifacts. Collect them all and win a fabulous prize! (Ultimate power, perhaps?) The first person to gather all seven artifacts "wins," and the "prize" can only be claimed by one person. While I think this implies a competition between the players, they could theoretically team up. Such cooperation would probably be temporary and strained by the constant threat of betrayal...but sometimes players can surprise you. For example, I could imagine the player of a pious or idealistic character being okay with another gaining the prize, just as long as it doesn't fall into the wrong hands. Bonus points if the player characters are all different races and/or classes. Double bonus points if the prize is a trap.

Friday, July 6, 2018

We've Got No Class - Optional 2.1 Upgrade Patch

I asked some cool, talented people (James Young of Ten Foot Polemic being among them) to take a look at my variation on the "classless LotFP" concept, and they suggested a possible minor revision. If you like the overall idea, but you think there's too much incentive for every character to take one level of each path and then stick to one path after that, then maybe this small change will help.

We've Got No Class v2.1
Consider everything to be exactly the same as in the last version except for the following.

Choosing Paths
Before selecting a Path, every character begins with:
  • A +1 base attack bonus
  • A 16 in each saving throw category
  • 2 skill points to expend
  • The fighter's combat options (Press, Defensive Fighting, and the +4 version of Parry)
  • The fighter's firearm rules (per Rules & Magic p. 159 and 161)
  • The ability to perform general magical operations (like transcribing spells, researching spells, and crafting magic items) as per Rules & Magic p. 79-83 and the front endpapers of Vaginas are Magic.
Proficiency Path
  • The first level in this path grants you one free set of specialist's tools.*
  • Gain 2 Skill Points to expend.
  • Gain 4 HP (plus or minus your Constitution modifier if applicable).
  • Gain 2 Saving Throw Points to deduct from the saving throw(s) of your choice.
Casting Path
  • The first level in this path grants you one free spellbook.*
  • Gain 1 Spell Slot (use the Vaginas Are Magic rules).
  • Gain 1 random spell to transcribe into a spellbook once at no cost.  (You can also learn spells through adventuring and study, as usual.)**
  • If a spell has an effect that varies by caster level, only count your Casting Path levels, not your total number of levels.
  • Magic-User and Cleric spells are one and the same.
  • Gain 4 HP (plus or minus your Constitution modifier if applicable).
  • Gain 1 Saving Throw Point to deduct from the saving throw of your choice.
Fighting Path
  • The first level in this path grants you one free weapon, shield, or suit of armor worth up to 50 silver pieces in value.*
  • Roll once on the Fighting Path Bonus Table (see the previous post).
  • Gain 8 HP (plus or minus your Constitution modifier if applicable).
  • Gain 1 Saving Throw Point to deduct from the saving throw of your choice.
A Note On Casting Spells
If you have no Casting Path levels, you can still attempt to cast spells directly from a book or scroll, but you cannot memorize a spell for later use (i.e. to cast it without the text right in front of you), and you must always make a successful saving throw vs. magic or else suffer a Miscast as per Vaginas Are Magic. Such spells are cast as if by a first level magic-user. If the caster is holding the text (rather than setting it on a table in front of them, for example), they take a -1 penalty to this saving throw because they do not have both hands free to perform the appropriate gestures. Other "risky casting" penalties may apply.

Optional Hard Mode Rules
  • *Financial Hard Mode: Ignore every line marked by a single asterisk.
  • **Arcane Hard Mode: Ignore the line marked with double asterisks. Instead, the first Casting Path level grants 3 random spells to transcribe into a spellbook once at no cost, and subsequent Casting Path levels grant no such additional random spells.

Sunday, June 17, 2018

We've Got No Class - Version 2 (for LotFP)

UPDATE: An optional 2.1 "Patch" can be found HERE.

I'm taking a second crack at THIS POST because I wanted to expand it to cover more levels (14 rather than 9) and thus give players a little more freedom to customize their characters - hopefully without making the whole thing too complicated or somehow "un-OSR." I figure more levels means more chances to pick different paths and more possible combinations of those paths. Also, I wanted to try something different with the saving throw categories, among other things.

To recap, Daniel Sell wrote a nifty classless (or perhaps more accurately, multi-class) advancement system called "How to be an adventurer" on his blog, which I believe was later featured in The Undercroft #9. More recently, Brent Ault did some cool tweaks to it and produced his own classless system for LotFP.

Now I present my own tentative tweaking. Assume LotFP rules as written wherever I don't contradict them below. You also might as well assume that I'm paraphrasing or outright quoting Brent Ault or Daniel Sell below, except where I make my own changes.

This is meant for a setting with only human PCs. If you wish to include different playable races, it might be useful to add in "Perks," like in Brent Ault's system or the previous version of this one. Per Brent Ault's version, Perks "can be combined to create traditional races, or something that is wholly original." However, I've removed Perks from this system for now.

Character Creation
  • Roll your attribute scores.
  • Select a Path: Fighting, Proficiency, or Casting. If you're creating a character above first level, choose one Path per level (you can take the same path for multiple levels, of course). Record your HP, saving throws, and any skills, spells, spell slots, attack bonuses, and combat options.
  • Roll 3d6 x 10 in silver pieces to purchase equipment.
Choosing Paths
  • Before selecting a Path, every character begins with a +1 base attack bonus and a 16 in each saving throw category.
  • Each level, including 1st, you must opt for either Proficiency, Casting, or Fighting.
  • Your Constitution bonus is only applied to the number of HP gained for the first 9 levels.
Proficiency Path
  • The first level in this path grants 4 Skill Points to expend. Every subsequent level in this path grants 2 Skill Points to expend.
  • The first level in this path also grants you one free set of specialist's tools.
  • Gain 4 HP (plus or minus your Constitution modifier if applicable).
  • Gain 2 Saving Throw Points to deduct from the saving throw(s) of your choice.
Casting Path
  • The first level in this path grants the ability to perform general magical operations (like transcribing spells, researching spells, and crafting magic items) as per Rules & Magic p. 79-83 and the front endpapers of Vaginas are Magic. The first level in this path also grants you one free spellbook.
  • Gain 1 Spell Slot (use the Vaginas Are Magic rules).
  • Gain 1 random spell to transcribe into a spellbook once at no cost.  (You can also learn spells through adventuring and study, as usual.)
  • If a spell has an effect that varies by caster level, only count your Casting Path levels, not your total number of levels.
  • Magic-User and Cleric spells are one and the same.
  • Gain 4 HP (plus or minus your Constitution modifier if applicable).
  • Gain 1 Saving Throw Point to deduct from the saving throw of your choice.
Fighting Path
  • The first level in this path grants the fighter's combat options (Press, Defensive Fighting, and the +4 version of Parry) and firearm rules (per Rules & Magic p. 159 and 161).
  • Roll once on the Fighting Path Bonus Table (see below).
  • Gain 8 HP (plus or minus your Constitution modifier if applicable).
  • Gain 1 Saving Throw Point to deduct from the saving throw of your choice.
Fighting Path Bonus Table
Roll 1d20:
  • 1-10: +1 base attack bonus, up to a maximum of +10. If you already have the maximum base attack bonus, choose a different available result.
  • 11-12: Gain 3 additional Saving Throw Points to deduct from the saving throw(s) of your choice. You can only gain this result once. If you have already gotten this result once before, see Result 1-10 instead.
  • 13-14: You are only surprised on a 1 in 6 (as per the Elf class in LotFP). If you have already gotten this result once before, see Result 1-10 instead.
  • 15-16: It takes five additional items to gain the first point of encumbrance (as per the Dwarf class in LotFP). If you have already gotten this result once before, see Result 1-10 instead.
  • 17-18: Increase the amount of damage you do with any weapon (including your bare hands) by 1 die size, following this pattern: 1-->d2-->d3-->d4-->d6-->d8-->d10-->d12-->d20 (the maximum for mundane weapons). If you have already gotten this result once before, see Result 1-10 instead.
  • 19-20: You get a second attack per round. Also, instead of making a second attack, you can make one extra round's worth of progress toward reloading a weapon. For example, you could fire a light crossbow every round (rather than every other round), or fire a heavy crossbow once every other round (rather than once every three rounds). If you have already gotten this result once before, see Result 1-10 instead.
Saving Throws
All saves start at 16. No saving throw can go below 2.
  • There are two different saving throw categories: Magic (modified by Intelligence) and Non-Magic (modified by Wisdom).
  • Besides those granted by their chosen Paths, every character gains 1 additional Saving Throw Point to deduct from the saving throw of their choice at levels 2, 5, 8, 11, and 14.
  • When rolling a saving throw, ability score modifiers (Intelligence and Wisdom) are added to the number rolled, NOT the character's saving throw itself (i.e. the number recorded on the character sheet for that saving throw category). This is important because...
  • If a character already has a saving throw of 2 in both categories, and that character is entitled to additional Saving Throw Points (i.e. additional deductions to saving throws) due to gaining a level, the character gains that same number of Skill Points instead.
  • For example, if a character decides to take the Proficiency Path every single level, both saving throw categories will be reduced to 2 at level 12, so level 13 of the Proficiency Path will grant them 4 skill points (2 as usual, and 2 more in lieu of Saving Throw Points), while level 14 in the same Path will grant them 5 skill points (2 as usual, 2 in lieu of the Saving Throw Points from the Proficiency Path, and 1 in lieu of the Saving Throw Point granted for reaching level 14).
Skill List
(This post explains why I removed the Search skill.)
  • Architecture
  • Athletics (Add Strength Modifier) (Replaces Climb, Open Doors, and Swimming)
  • Bushcraft
  • Languages (Add Intelligence Modifier)
  • Medicine
  • Seamanship (If a character has a higher Seamanship skill than their Athletics skill, they can use the former instead of the latter when swimming or when climbing a ship's rigging.)
  • Sneak Attack
  • Stealth (Includes the functions of Sleight of Hand)
  • Tinkering
Experience and Leveling
  • All characters follow the fighter's experience table from Rules & Magic.
  • Level 14 is the maximum level.
  • Once level 14 is reached, every additional 120,000 experience points grants you +2 maximum HP (Constitution modifier no longer applies). In addition, pick an ability score and roll 3d6. If you roll higher than the current ability score, that score increases by 1 point. No ability score can increase above 18.

Summary of Main Differences From Brent Ault's Version
(In case you'd rather work from Brent Ault's excellent PDF)
  • Level 14 maximum.
  • After Level 14, every 120,000 XP gives you 2 HP and the chance to increase 1 ability score. Pick an ability score and roll 3d6: if you roll higher than the current score, it goes up by 1 (maximum 18).
  • Constitution modifier is added or subtracted every level from 1 to 14, and not added to or subtracted from HP gained beyond level 14.
  • Fighting Path gives exactly 8 HP, other Paths give exactly 4 (not counting Constitution modifier).
  • Replaced standard Fighter base attack bonus progression with the Fighting Path Bonus Table.
  • Saving Throws start at 16. Minimum is 2.
  • Different saving throw categories, only 2 total: Magic and Non-Magic. Magic is modified by Intelligence, and Non-Magic is modified by Wisdom. 
  • Proficiency Path gives 4 skill points the first level it is taken, and 2 per level after that.
  • Vaginas are Magic casting system.
  • One free random spell for each level of Casting Path.
  • Perks are removed.
  • The first level of Casting Path gives you a free spellbook, and the first level of Proficiency Path gives you a free set of specialist's tools.
  • Clarified that the first level of Fighting Path gives the fighter's combat options and firearm rules, and that the first level of Casting Path allows the use of general magical operations.
  • Clarified that only Casting Path levels count toward spell effects (e.g. If a PC with 3 levels of Casting and 6 levels of Fighting casts Magic Missile, the spell will do 3d4 damage).
  • If you're going by Rules & Magic for determining what things are modified by ability scores, Strength doesn't add to melee damage (but does add to the Athletics skill, or Open Doors on the original skill list), and Constitution doesn't modify any saving throws.
  • Silver standard, as per Rules & Magic.
  • The skill list is the same as in Rules & Magic, with the following exceptions. Climb, Open Doors, and Swimming are condensed into Athletics, which is modified by Strength. Sleight of Hand and Stealth are combined into one skill, named Stealth.  Medicine and Seamanship are added. If a character has a higher Seamanship skill than their Athletics skill, they can use the former instead of the latter when swimming or when climbing a ship's rigging. Search is removed.
Casting Path Addendum: If the referee thinks that gaining one free random spell per level of Casting Path is a bit too generous, the referee can instead simply allow three free random spells at the first level of Casting Path and none after that. New spells can still be obtained through research or adventuring, of course.

Monday, May 7, 2018

Recycling Greycandle Manor


I prepped Greycandle Manor (from Vacant Ritual Assembly #1) for use in my last LotFP campaign, but it never saw any major use, so I'm recycling aspects of it for the current one. The party was recently hired by a cloaked stranger to retrieve the red-and-black signet ring of the Brahnwick family from a flooded town, as per the adventure "Brahnwick is Dead" (also from VRA #1). After realizing that the mansion of the reclusive (and now deceased) Imogen Brahnwick was nearby, they decided to poke around. Between some rumors they heard and some paperwork they found in the abandoned mansion, they realized that their mysterious employer probably wanted to use the signet ring in order to obtain Imogen's assets, which have been in legal limbo since the Brahnwick family was ruined and practically wiped out by an alleged curse. Those assets included Imogen's Greycandle Manor, which was in surprisingly good shape for having been abandoned for ten years. The party decided it would be more lucrative to "inherit" these assets for themselves using the ring than it would be to simply turn it in for the quest reward. Hence, I need to actually write down some notes about the situation and figure out what's inside the rooms they haven't fully explored yet.

The numbering scheme follows the map key from VRA #1. Assume any furniture, supplies, and objets d'art that weren't already taken by Imogen's relatives or servants after she died are either covered with drop cloths or packed in crates, with the exception of the stuff in the basement and attic. The house is actually lacking in dust and dirt almost completely, and neither time nor vandals seem to have done much damage to the outside or practically any damage to the inside of the structure. All beds are lacking mattresses. All windows in the east wing of the first floor (in the bathroom, treasury, etc.) are made of frosted glass.

1. Entryway and main hallways.

2. Rear Entryway - Smells faintly of incense.

3. Guest Bedroom - Decorated with taxidermy exotic animals, including a grizzly bear.

4. Small Painting Gallery - Includes a portrait of Imogen, posing with a skull with a snake crawling through the eye sockets. Her eyes seem to follow you.

5. Guest Room - Decorated with exotic weapons and shields. A few are still sharp. Notable items include a jewel-encrusted claymore, a scimitar, a Dwarven battleaxe, a bronze trident, and a shield bearing the Brahnwick crest.

6. Kitchen - Rather small. Religious symbols are carved into the walls, a holdover from the manor's time as a priory before Imogen bought it. Ghosts cannot enter the kitchen unless possessing a living body.

7. Dining Room - The huge table and accompanying chairs are made of lignum vitae.

8. Guest Room - Decorated with maps, charts, flags, banners, and documents.

9. Bathroom - Not quite Twentieth Century stuff, but still anachronistically advanced in terms of the fixtures and features available in an Early Modern-style setting. Water can be pumped into both the sink and the bathtub, and there's a surprisingly comfortable seat designed for use with a chamber pot.

10. Treasury - Crossbow trap on the door. Scything blade traps on both windows (1d8 damage). One window is broken - the only such window in the house. Mostly contains empty shelves at this point. There is a safe with a combination lock bolted to the floor and rigged to explode (6d6 damage, save for half) if tampered with. The bomb can be disarmed and the lock forced open with a successful Tinker check at a -1 penalty, but if the check is failed the bomb detonates. It contains 3,000 sp worth of jewelry, a potion of Haste, a potion of Time Stop, and a dose of Purple Lotus Powder.

11. Armory - Poison needle trap on the door (save or die). Scything blade traps on both windows (1d8 damage). Crossbow trap behind suit of plate armor. Contains the aforementioned armor, 1,000 sp worth of weapons/ammunition/equipment (let the players choose from the equipment list until this amount of money is expended), a barrel of gunpowder, and a small box. The box is locked (the key is in the suit of armor) and trapped with a small vial of poisonous powder that will break if the lock is tampered with (save or die). Inside the box is a wand of Magic Missile with 8 charges and a scroll with the spells Howl of the Moon and Protection from Normal Missiles.

12. Laboratory - Poison gas trap on door (30' by 30' cube, save or die). Scything blade traps on all windows (1d8 damage). Poison needle trap on cabinet of alchemical ingredients (save or die). There is a mummy (inanimate) on a table. Over a hundred strange medications, herbs, and roots are neatly arranged and labelled. The normal laboratory paraphernalia is here, including flasks and vials. The laboratory has a value of 10,000 sp for purposes of magical activities.

13. Upstairs Hall - Creaky floor.

14. Servant's Bedroom - The north wall bears a fresco.

15. Craftsman's Bedroom - The north wall bears a fresco.

16. Butler's Bedroom - The south wall bears a fresco.

17. Servant's Bedroom - The south wall bears a fresco.

18. Attic Access- Miscellaneous furniture.

19. Extra Supply Storage - Cleaning supplies, extra mothballs, odds and ends.

20. Walk-In Closet - Looks like the backstage dressing room of a theater. Clothes, shoes, etc. Items are often made from exotic pelts or other fancy materials. Full of mothballs. The east wall contains a secret door leading to Room 21.

21. Imogen's Bedroom - The west wall bears a fresco. It conceals a secret door to Room 20.

22. Office - Converted bedroom, with the bed frame still here. Dwarven-made fire-proof key-locked safe contains paperwork that could help forge a legal claim to Imogen's estate when paired with the signet ring. (I forget where the key was, but the players already found it anyway.)

23. "Mundane" Library - Nonfiction books are about diverse subjects like agriculture, geography, biology, geology, astronomy, linguistics, and a large number of various crafts and skills like woodworking, gemcutting, shipbuilding and sailing, cartography, mining, wilderness survival, and military tactics. There are a handful of fictional works, including a collection of the Bumblebee Bandit novels.

24. Magic Library - The door knob is inside a recess covered by a sliding panel. Moving the panel reveals both the knob and a Symbol of Death (as per the spell). The library has a value of 4,500 sp for purposes of magical activities.

25. Attic - Unused summoning circle. Altar. Strange powder scattered across floor. Braziers. Strange artifacts of bone, wood, and stone. Chains. Branches and leaves of strange trees. Perfumes that barely cover up a coppery smell. Antlers.

26. Cellar - There is a weird pit or well in the floor, which is sealed shut by a metal plate covered in runes and glyphs. Eerie whistles can sometimes be faintly heard coming from beneath the plate. Not pictured on map: several doors in the cellar connect to other underground rooms used for food and wine storage. There is also a pump room down here for the manor's bathroom.

27. Wine Room - (Not on map) One of the aforementioned side rooms in the cellar contains several big empty wine racks and a secret door to...

28. Hidden Unholy Sex Dungeon - (Not on map) Previously used by Imogen and the monk to perform black magic sex rituals.

Background and Additional Notes:
Imogen Brahnwick was something of a black sheep in the family; she wasn't entirely ostracized, but if any given Brahnwick "had" to pick a least beloved relative it was usually her. She lived in Greycandle Manor, some distance away from the city of Fillmore and apart from the rest of her clan. She dabbled in the occult and had aspirations of becoming a great sorcerer, but it's unclear if this is one of the causes of her low-key familial feuding, a result of it, or entirely unrelated. She wasn't just into magic, though. She was into the bad fucking magic, if you catch my drift. (Is there any other kind, though? I guess it depends on who you ask.)

She discovered that she had a long-lost half-brother who did not know he was a Brahnwick. He was a Neo Termaxian monk and an especially pious individual going by the name of Ambrosio Usher. He wanted to be a Cleric with a capital C, but the criteria for who can or cannot gain the powers of this class are poorly understood and possibly random, so it seemed that he was fated to be a regular person. That is, until Imogen tracked him down and offered him a different path to supernatural power. And he did want it badly. You know, to help people and serve the greater good and all that stuff.

In order to increase her own magical ability via demonic pacts, she seduced Ambrosio and got him addicted to freaky evil sex magic. This went on for a while, and she slowly convinced Ambrosio to do all sorts of awful things, both out of his lust for power and his love for her. Eventually, the monk learned of his true identity and incestuous relationship with Imogen, and shortly afterward a summoning went wrong and resulted in his possession by a demon that amplified his anger over Imogen's deception and his grief over the evil he'd done and how far he had fallen from grace. He brutally murdered Imogen, stabbing her at least a thousand times over pretty much her entire body, and then killed himself. The demon used this as a catalyst to create the curse which brought down the whole family.

The mansion was abandoned because the ghosts of Imogen and Ambrosio kept horrifically murdering the inhabitants. The PCs have already "killed" Imogen's ghost, i.e. kicked her ass so hard she vanished into whatever afterlife awaits her. They don't know that Ambrosio still haunts the mansion, and that he is actually the more dangerous one. He mostly comes out at night, though. Mostly. If Ambrosio's ghost is "killed," the mansion will stop being kept magically pristine.

There are a very small number of Brahnwicks who survived the curse, merely being financially, socially, and emotionally devastated (and in some cases a bit maimed), but they all lost or sold off their shares of the family's estate and don't actually have a legal claim to Imogen's small portion of the Brahnwick fortune and assets. That's where the Coorhagen family comes in. Being down on their luck themselves (relatively speaking - they are fairly wealthy minor nobles, after all), they were the ones who hired the party to retrieve the signet ring, and they won't be happy if they find out their plan is being hijacked.

As for the assets that could be "inherited" by the bearer of the ring, they include Greycandle Manor and about 200 acres of the surrounding land, an orchard and winery closer to Fillmore (consider this a stable business with a current value of  6,000 sp), a fishing operation based in Fillmore (consider this a risky business with a current value of 4,000 sp), and the legal right to collect (minor) taxes from the nearby town of Sylvan Lake for the next 3 years or so (but good luck with that, since the town is flooded and the inhabitants seem to be both completely mad and completely broke).

Friday, April 27, 2018

Fighter for My "Separate Race and Class" System in LotFP

As I've mentioned before, I think the Fighter's level advancement can potentially be a little boring beyond level 9 in Lamentations of the Flame Princess. This is my attempt to "solve" that "problem" in my Separate Race and Class system. SPOILER ALERT: I basically just grafted on some features of the Amazon class from Zak Smith's Frostbitten & Mutilated.

The Fighter

Hit Dice and Minimum First-Level HP: As chosen race.

Saving Throw Table if Human: As original Fighter class
Saving Throw Table if Not Human: As corresponding original LotFP race-as-class

Experience Table if Human: As original Fighter class
Experience Table if Not Human: As corresponding original LotFP race-as-class

Class Abilities

Base Attack Bonus: The Fighter starts with a base attack bonus of +2 at first level, and this increases by +1 per level up to a maximum of +10 at ninth level.

Combat Options: The Fighter can Press, Fight Defensively, or use the better version of the Parry ability.

Firearms: The Fighter can make more effective use of firearms in certain ways, as per Rules & Magic p. 159 and 161.

Level-Up Table: At tenth level and every time the Fighter levels up thereafter, roll a d20 twice on the following table and reference the corresponding result on the original d100 Amazon Warrior Traits table from Frostbitten and Mutilated p. 104-105.
  1. Result 46 on the original table
  2. Result 47-48 on the original table
  3. Result 49-50 on the original table
  4. Result 55-56 on the original table
  5. Result 57 on the original table
  6. Result 59-60 on the original table
  7. Result 61 on the original table
  8. Result 64-65 on the original table
  9. Result 66 on the original table
  10. Result 70-71 on the original table
  11. Result 74-75 on the original table
  12. Result 76-79 on the original table
  13. Result 80-82 on the original table
  14. Result 83-84 on the original table
  15. Result 85-86 on the original table
  16. Result 88-89 on the original table
  17. Result 90 on the original table
  18. Result 91-92 on the original table
  19. Result 93-94 on the original table
  20. Result 96 on the original table
Optional Race and Alignment Restrictions
Even if class options are restricted by race or alignment, characters of any race (and any alignment allowed by their race) can be Fighters.

Saturday, April 21, 2018

Notes, NPCs, and Plot Hooks for My Current Campaign.

I haven't been as diligent about taking notes in my current LotFP campaign as I was in the previous one. I figure I should write some of the most important details down before I forget anything too important. This is mostly for my own reference, but if you get bored enough to read it I hope you find something fun or interesting here.



Elzevir - Since no one in the party knew how to cast Identify, one of the elf magic-users sought out the local sage, Elzevir. He said he would be willing to cast it free of charge, in exchange for a small service. He wanted a blond hair of at least three inches in length, fresh from a woman's head. The magic-user searched the town and found Rosemary, a young woman with the requisite hair who worked as the salesperson and co-owner of the only haberdashery in the area. The magic-user turned on the charm and surreptitiously obtained the hair sample for Elzevir, who cast the spell as asked and then immediately skipped town.

Soon, Rosemary fell into a catatonic trance, and her father Irmok (the other co-owner of the hat shop) became desperate for a way to revive her. Since the elves felt they needed some backup for a rescue mission to save the rest of the party from Xiximanter (see below), they convinced Irmok and a posse of seven other villagers that Xiximanter was responsible for Rosemary's plight. They led the eight villagers to the entrance of the dungeon, presumably intending to do battle with the sorcerer, but the rest of the party emerged just as they were about to enter, having already escaped on their own. The elves abruptly called off the mission, giving Irmok and company some fast talk about how a confrontation with the sorcerer wouldn't help Rosemary after all, and Irmok would be better off seeking professional help for his daughter's illness in the city of Fillmore. Suspicious and dissatisfied, the posse broke up, and Irmok set out for the city with the unresponsive Rosemary the next day.

Now that more time has passed, the villagers have thought this whole Rosemary issue over a bit more. Gossip and speculation have spread, especially concerning the PCs. Especially concerning the elves. They might not find themselves quite so welcome in this town anymore.

Xiximanter - This is probably the party's most dangerous enemy at the moment, courtesy of the Tomb of the Serpent Kings. He's not really a serpent man, although he is a very old undead wizard and alchemist. Before transforming himself into a living mummy, he replaced his lower body with that of a giant snake, grafted some fangs and scales onto himself, and imprinted his own mind with false memories of being an ancient serpent man. He's basically a crazy full-time cosplayer, but he has real eldritch power under his command, albeit slightly diluted by his crackpot magical and pseudoscientific theories.

When the party tried to force Xiximanter to confront the fact that the serpent men are long extinct and eons have passed since the height of their empire, his psychological defense mechanisms kicked in. He cast Sleep on the party (affecting everyone but the two elves and one of the two human fighters, the latter not being present), kidnapped them for his experiments, and promptly blocked out all memory of the evidence shown to him that could disprove his delusions. When the party awoke, they found themselves in oubliettes carved into the floor of the serpentine sorcerer's lair and covered with heavy stone lids. The sorcerer explained that he wanted to "uplift" the poor mammals to snake man-level intelligence so that they would no longer "senselessly attack" him, using a combination of potions and brain surgery.

The halfling specialist managed to sweet talk Xiximanter into appointing her as a lab assistant and letting her out of the pit. With the help of the previously absent fighter, she managed to free the rest of the party and trap Xiximanter in one of his own oubliettes. They fled the tomb and haven't been back since.

Xiximanter has almost certainly freed himself since then, and will not be happy to see the party should he encounter them again. In addition to his stats listed in the adventure, Xiximanter has exceptional strength.

Zoom Tubes - While trying to flee from Xiximanter, the dwarf fool found a secret button on the floor. Upon pressing it, a hidden door opened in the ceiling, revealing a tunnel glowing with purple light. She was sucked up into it like a dust bunny into a vacuum cleaner and deposited in Xiximanter's lair, right next to the battle between her companions and the sorcerer, through another such hidden ceiling hatch. "YOU USED MY ZOOM TUBE!" cried the sorcerer, enraged at her trespass. Luckily, someone finally pushed him into the pit after the dwarf and two others failed. The party managed to close the lid over the pit before the sorcerer could climb out, but not before he cast continual darkness, making it impractical to do much looting. The party quickly gathered what they could and fled.

But what is a zoom tube, and are there more of them?

The Basilisk - The two human fighters (one much more so than the other) have fed the basilisk enough food, and generally been nice enough to it (scratching its neck, dislodging the irritating key from its collar, etc.) that they could theoretically begin to tame it.

The party has retrieved the key mentioned above, but not put it to use. The visor on the basilisk's helmet has been lowered over its eyes. It is still chained up.

Goblins in General - One thing I forgot to mention before is that the goblins in this campaign, being positively ancient compared to the PCs, and having taken many strange forms, tend to reference things that are completely unfamiliar to people in the current age. Things like "ice cream" and "workers' comp." The goblins live a simple and isolated life, but they might know a great deal more than they let on.

Smogo, the Goblin That Crawls - Now that he has taken the form of the God That Crawls (a saint revered by certain small Gnostic sects and transformed into a monster by druids), Smogo wishes to subjugate the other goblins who once bullied him and crown himself the Goblin King. He was last seen by the party entering the Tomb of the Serpent Kings with Elroy Bacon in tow.

If he succeeds in his coup, Smogo's first decree will probably be that the title of Goblin King is no longer a temporary position ending in the sacrifice of one's current host body. His second decree will probably involve making somebody kiss the basilisk.

The "Reverend" Elroy Bacon and the Gnostics - The particular Gnostic sect to which Bacon belongs believes that "the God That Crawls" is actually a historical figure known as St. August. Details on this person are scarce, but since he was apparently a well-respected theologian and philosopher (according to some musty old tomes, which the Gnostics of this particular sect love to fawn over despite admittedly lacking the proper historical context to fully understand them), and some kind of saint at that, they figure it's better to take care of him than to let him rot alone in the ground. Besides, they might glean some useful information from the experience regarding the natural of the false reality in which they believe they are imprisoned.

Bacon and a few friends faked credentials as members of a more mainstream religion in order to avoid rousing local suspicion while restoring the church. Working from "Catholic" records (whatever that means), they pieced together a worship service which they believed would soothe the creature, but they never got a chance to try it, since Smogo took over the saint's body.

Now Bacon has offered to be Smogo's "scribe," following him around and taking notes on his misadventures in the hopes of learning something useful or profound that he can share with his fellow religious scholars.

As for the stuff the PCs stole from the church, Bacon doesn't really care about it at this point. He said they could have it as long as they spared his life, which they agreed to. He figures the other Gnostics will understand.

The Catacombs - Now that the "big bad" has left the dungeon under the church, and so have the PCs, new monsters should start showing up to live there within a month or two. Veins of the Earth would be an ideal source for restocking the dungeon.

The Rapture - Since the incident with Panic Attack Jack in the aforementioned catacombs, the human fighter who was previously attacked by the Rapture should probably continue to be visited periodically while underground, at least until that character either does something about it, fights it off enough times to send it a message, or dies.

I Know a Guy in Bloodpool - Thanks to this house rule, one of the elf magic-users has an uncle who lives in the distant city of Bloodpool. He can supposedly tell the party a bit about the history of the war that resulted in the sealing of the passages between worlds about two hundred years ago. For some odd reason, historical records from before or during the war are extremely scarce, and almost everyone who lived through the war either has difficulty remembering it or just seems reluctant to talk about it. Not this uncle, though; he'd gladly tell what he knows if his niece comes to visit.

Dungeon Connections - The easternmost path in the Tomb of the Serpent Kings (next to the giant pit) connects at the north end to the third floor of the catacombs of the God That Crawls (after about an hour's walk at exploration speed) via the large crevice splitting the level. One can carefully edge along the walls of this crevice a short distance in order to reach the easternmost hallway of the third floor.

At the south end, the path is blocked by "dungeon barnacles," a dangerous form of fungus which only lets the goblins pass freely. Beyond this point is presumably the main home of the goblins (with their territory in the Tomb being an outpost of sorts), where their primary "body maker" is located.

According to the goblins, the pit leads to "the Veins of the Earth."

The Hills Have an Eye - There are rumors of a cyclops wandering the hills outside of town.

Quick-Aging Corpses at the Tomb's Entrance - During their first foray into the Tomb of the Serpent Kings, the party found a trapped door near the entrance to the tomb proper. They figured out a way to pass back and forth through the door without setting off the trap, but they purposefully left it rigged so that if any other group of treasure seekers tried to lay claim to "their" territory, they would hopefully be killed.

The plan worked. The next time the adventurers came to the tomb, they found the corpses of a band of rival dungeon delvers (borrowed from a room description in Better Than Any Man). But there was an oddity. The corpses and their clothing and gear were almost completely rotted away, the bodies practically reduced to skeletons, as if they had been lying there for months or years and not merely for a day or two. The party found no signs of magic on the trap itself, so how did this chronological phenomenon occur?

Goblin - A Monster and Magic Item

A goblin is a magical, radioactive, living stone. It looks like a chunk of gravel, about half the size of the average human's closed fist or heart, with a greenish glow that usually varies between almost imperceptibly faint and as bright as a candle. The goblin's light can become much brighter if the goblin becomes highly emotional.

A goblin possesses no sense organs of their own, no limbs or mouth, no differentiated body parts at all. In their naked form, absent a host, they do not perceive the outside world, or eat or breathe, or die of sickness or old age. They barely think or dream or perceive the passage of time. But they do not like this state of affairs, isolated in the yawning void of their own mind.

If the goblin is inserted into the chest cavity of a humanoid creature, or the center of mass of some other "compatible" creature, they will take over control of that body. If the creature somehow survives this process, they will live in the back of their own mind, much like the goblin does in their naked state, except dimly aware in some slight way of what their body is doing as the goblin wears it, truly lives in it. They would regain control if the goblin were removed (again, without somehow killing them).

If the creature dies in the process of having the goblin inserted into their body, or if the goblin is inserted into a fresh and more-or-less intact corpse that has not yet begun to rot in earnest, the creature's original "mind" or "soul" or "consciousness" will be completely gone. However, the body will resurrect and heal into a state sufficient for the goblin to wear it as a host. This does not necessarily mean that all damaged or missing body parts will be recreated or become functional, but merely that the body will at least regenerate enough tissue to reactivate the necessary physiological processes for life. This host body is not undead, but simply newly alive.

Goblins instinctively know the basics of what their host bodies can do and what they need to survive, although they might not automatically know the fine details. A goblin wearing a turkey vulture will  know that they can fly and that they hunger for carrion as surely as they know anything, but they won't automatically know what their host's average resting heart rate is or how many cells are in their body.

A goblin cannot usually stay in the same host for more than a short period of time, years or decades in the best cases, as the host body tends to develop cancer or other severe health problems due to the small but constant radiation exposure. A goblin suffers no direct danger from the death of their host body, so if they have assistance, they can wait until the host is completely used up before transitioning to the next one. However, since a long-term host generally becomes too painful or inconvenient to wear near the end of its lifespan, the goblin may wish to be transferred before then.

Goblins tend to live in communities of their own kind, if for no other reason than to make sure that someone sympathetic will be present to put them into new bodies when the time arises.

While goblins need to feed and otherwise maintain their hosts for the sake of convenience, since a body that dies with a goblin already wearing it will just become a useless corpse with a helpless, catatonic goblin lodged in its flesh, goblins do not need to do anything to keep their stony forms alive other than avoid damage. A goblin is functionally immortal, except that they can be killed by being cracked wide open or pulverized or melted or disintegrated or blasted into smithereens or what have you.

If you merely attack a hosted goblin in the generic sense, the DM should probably assume that you are attacking the host body. Killing the host body renders the goblin inert, but not dead. If you declare an attack against the goblin itself, lodged in the host's chest, then the goblin is treated as having 4 HD and an AC that is 6 points better than that of the host. In LotFP, this would mean that a goblin living in an unarmored human would have AC 18. A naked goblin is incapable of defending itself, so no roll to hit is necessary when attacking it with a melee weapon, and it has an AC that is 2 points worse than an unarmored human for purposes of ranged attacks (AC 10 in LotFP), since it's still a small target. For purposes of XP, a goblin and their host body are counted as two separate enemies, and XP is only gained from the goblin itself if it is actually killed.

Damaged goblins heal at a rate of 1 HP a year, and that's only if they are kept in a host or preserved in very safe conditions. A naked goblin lodged between two rocks in a running stream for a century would be subject to erosion, for example, and would not only fail to heal but probably take damage over time, albeit slowly. So "functionally immortal" might be overstating it a bit, but compared to a human they basically fit the bill.

So why are they called goblins?
In my current campaign, the most common host bodies for goblins are short, thin, gnarled-looking humanoids with green skin. They are part mammal and part fungus, and are remarkably resistant to radiation, although not entirely immune to it. They also tend to be born brain-dead, making them convenient for the goblins to subdue. The goblins came upon a renewable and easy-to-access source of these bodies long ago, and have generally stuck to living near this source for ages. Being rarely seen above ground nowadays, most people on the surface don't know the truth about goblin physiology, and assume that the green humanoids are the goblins. The name "goblin" is taken from a creature in halfling folklore that purportedly had a similar appearance.

If you don't like that explanation, maybe in your game the humanoid hosts of goblins are just humans and elves and such, and they tend to become green and stunted and withered-looking and traditionally goblin-esque over time due to mutations and health problems caused by the magical radiation of the goblins inside of them.

You could also ditch the whole "goblin" aspect altogether and call this creature something else, but this idea originally came about because I was planning to run a dungeon with goblins in it and I wanted to make them different from the usual D&D goblins. So I'm calling them goblins.

"Magic Item?"
You could carry a naked goblin around in your inventory like any other inert object, and then implant them into a host to hopefully gain a loyal follower who is very thankful you freed them from their sorry natural state. Or you can use a particularly radiant goblin as a green candle that virtually never burns out. I bet you can think of some other item-like uses for a naked goblin, too.

Give your players a goblin and they'll take a god.
The players in my campaign made friends with the goblins in the Tomb of the Serpent Kings. Well, "friends" is a strong word, but they avoided any hostilities and engaged in some amicable enough conversation with them, at any rate. They also picked up a glowing rock early in the adventure, and later noticed that the goblins had light-up chests, like sickly Stone Protectors.

At one point, the party met a lonely goblin named Smogo who was guarding an armory. The other goblins bullied and isolated him, perhaps on account of his voice. Over several sessions, he seemed to become everyone's favorite NPC in the campaign.

After about half of the party got kidnapped by a sorcerer elsewhere in the dungeon, the remaining human fighter felt he needed a henchman to help with a rescue attempt. Meanwhile, the other goblins wanted to get rid of Smogo, so they paid the fighter to "take him off of their hands," and the fighter "befriended" him and enlisted his "help."

On the way to the sorcerer's lair, Smogo got eaten by a basilisk. His last words (or so the fighter thought) were "I TRUSTED YOOOOOOOOOOOOOU!"

On the way back from the rescue, the party saw the basilisk cough up a familiar-looking glowing green rock. If they hadn't put two and two together before, they definitely did now. Since they were on the basilisk's good side after feeding it five whole pigs and a goblin, they had no trouble retrieving the naked Smogo.

Later, the party was in the process of robbing (my slightly altered version of) the church from The God That Crawls, when they ended up ringing a gong in a back room dominated by a strange pit. Having already bound and gagged the priest (and not having any angry villagers to worry about due to a quirk of my campaign setting), they were free to observe the titular god as it sloshed into view below. They tried blowing it up with gunpowder, burning it with barrels of oil, and dropping heavy crates of books on it, all to no avail.

One of the players got the idea to use a sling and shoot one of the goblins into the god. They couldn't tell the two goblins apart, so I rolled randomly to see which one they selected. To everyone's delight, they picked Smogo.

A successful to-hit roll later, and the goblin slammed into the god's gelatinous mass at breakneck speed. It sank into the creature, which then tried to absorb it, bringing it the rest of the way into its center of mass. The entire god lit up with a brilliant emerald light, beams of green energy shooting this way and that. After a moment, the light faded to a dim spark in the middle of the monster.

A giant but familiar-looking "goblin" face formed from the creature's mass and cried to the heavens:


*Consider this an epilepsy warning for that link.

Smogo was first overjoyed by his new form, then mad at the fighter for getting him eaten, then grateful to him when he smoothly claimed that he only did it to give Smogo this cool new body.

So now these low-level yahoos are basically friends with the God That Crawls. Thus, they've eliminated the primary threat in the dungeon, allowing for mostly carefree looting. In this adventure in particular, I think that's a huge deal.

Look, I won't say there was absolutely no wailing and gnashing of teeth on my part. But they earned their easy victory by playing intelligently. This is the kind of thing that makes tabletop RPGs special. I'm proud of them. Besides, we all found it hilarious. That said, if you strive to be a truly neutral and fair referee, you ought to emotionally prepare yourself for these kinds of things - not just crushing total party kills, but complete over-the-top victories that "ruin" all of your carefully constructed encounters, as well. Because...fucking players, man.

Thanks are in order.
Jessica actually came up with this idea right off the top of her head when I asked her how I should make goblins weirder. I just fleshed out the details. I really don't know what I'd do without her.