Recent goings on, as the world burns.

I recently acquired  Beneath the Ruined Wizard’s Tower by Fen Orc (get it here )

This sequel to the Holmes Sample Dungeon, the Tower of Zenopus,  is well written, builds on the source material without overstepping, and happens to include some of my artwork.

Aa it happened, it was accidentally attributed to another stock artist used by Fen Orc, and when I discovered it, they responded immediately to do what they could to attribute correctly.  Good on them!

it is a great little module, written for Blueholme, which I had some part in illustrating a  few  years back.

As those who follow my blog know, in addition to a collection of demon hunters traveling though gates and whatnot, I have a few characters making their way through The Black Wyrm of Brandonsford by Clarence  Dudinack (get it here)

I decided to illustrate some of the characters

They are quite suspicious of Drop Dead Ned , and aren’t interested in adding either the MU or the fighter… and were unhappy that the halfling wasn’t a burglar.

Northport doings

it has ben some months and a mild bout of Covid since my last set of updates, but thi gs have slowed down due to the work related loss of the player who ran Ulo the trollmaid, Jednesa the wrestling ogress, Jareth Mooncalled the cultist of the Elder Gods, Dilandua the shadow elf assassin, Stenet Fjall the dwarven Holy Warrior, and Benny Morales the dungeon saint of Hermes. All are currently being npc’d.

Against the Baron

The Veroigne exploring group of Wuxia characters have obliterated a bunch of the Baron’s troops with lightning and glue spells, created swarms of wasps and excellent sharpshooting by the group’s archer , and are about to engage the main body of the Baron’s men at Brouse, the seat of the Barony. The glue spell was a crit by someone with weirdness magnet, and resulted in a giant hand descending from the heavens with a massive bottle of Elmer’s glue.

I smell silver

The juniors gang has slowed down a bit without Jareth being activ and have decided to face the horde of plague zombies rather than deal with the Flame Lord. They spiked one side of a double door and then loosened the chain holding it shut, chopped the hands reaching through and created fire… then Brodak the Orc brute began cleaving them, Mario the Archer switched from bow to staff after a couple of ineffective torso shots, and began breaking legs. One impaled zed walked its way up Charlene the hired guard’s spear until it was kneecapped and stabbed in the head with her knife.

Most of the horde has been tripping over itself and on fire, so this was another example of fighting smarter rather than harder, something this particular group is good at.

Return to Temple Hill

The gang of dwarven holy warriors , Mel the priest/bard of Helios, Urun the gnoll warrior, and their new world hopping friend, the Wizard Alastrine finally realized that the well the talking fish of summer had warned them about might be a problem. After burning off the oily layer of Alchemical fire on the surface of the well, they climbed down and through, into an underworld where they encountered undead and flaming skulls and quickly beat a retreat away from whatever was coming out of that mirror world to the summerlands’ tower. Alastrine disassembled the well, destroying the gate, and they returned to Northport only to discover that they had arranged no payment with the Hadereum for their efforts in the demiplane, and only had some scrap bronze from an angry golem they had liberated a talking clockwork bird from. Hograth the dwarven Holy Warrior has added a cutpurse ally who will also be the group’s intercedent with the guild, to keep them from tripping over Mancini and Kalima.

The black Tower 3

This group finally got accross the pentagram by using ritual thaumatology , after slaying a demon of old, and were pursued by the Astral Reavers, now accompanied by a spellcaster who also was able to disable the pentagram with Dispell magic. Shroud shot the caster in the face, and Safwan the golem punched one unconscious but not before getting their hand cut off. The group had temporarily gained support from a corpse golem they found in the lab (it had a glyph lock like the recharging room) and it obeyed Safwan until Gareth tried casting spells over its shoulder. Instead of investigating the library they had broken the door down into (the back door with stacks bof books and papers giving bad footing), they opted to chase the retereating Reavers, and once past the Truthsaying/Lying armor golems that they had dealt with to get to the pentagram, which the reavers had slain(along with a demon from beyond the stars that the group had avoided) they oppted for a different route than the poison dart hallway, one with a carpet covering evil runes with deathtouch that Safwan had no trouble crossing, but Gareth and Adept Yisslitheniss the lizardman cleric were nearly killed by. The others are trying to walk alongside the carpet without knocking over some delicate vases on rickety tables…

Fey group from Deathtrap

after besting the disguised Frost elf leader of the Purists, and taking her to the guild, Dilandua interceded with the Ambassador from the Winter Court of Faerie, who then took the shadow elf and frost elf through a shadow door to Faerie.

The others (now reduced to Anita the cutpurse and Rosewood the pixie, together with the Ogrekin musician Gordab Bardson) went to the Fey friendly tavern Hyacinths Hoofprints where they met with Atticus the gargoyle wrestler before getting the Owlbear bouncer to open a portal to Winter.

Once in winter they made their way to the Winter Court of Mab. The queen of Air and Darkness was not pleased with the frost elf ‘s assault on feybloods, as she is midwife to all changelings, and first stripped her of her rank, and then allowed Atticus to challenge the wayward elf to a duel, where he grappled her and then dropped her from a height.

The group rejected an offer of joining the Winter Court and Rosewood has started shifting into something capable of vampiric attacks (it will be an augmentation of their pixie dust magic bolt, doing only 1d-2 and returning 1 hp to the pixie if 3 points or more ate done, point value to be determined)

Tavern part 3

not much progress with this bunch, they have been traveling with Dagon the necromancer and two of his zombies (they being immune to energy drain) and encountered a Headless Screamer.

Double Damned

Mancini (and Kalima) and company dealt with n unholy warrior, and a fisherman who can fill his nets every day by having dropped an idol f Cthulhu into the harbor, where the worshipful Deep Ones would herd fish into the net. Aoife the druid leprechaun turned herself into a scaled down shark to retrieve the idol, but its lifebane gave her temporary halitosis.

the fight with the Unholy warrior cost Ardenas the martial artist his hand, but the group ran into Dareos Madrigar, a Dark One cleric from the early days of the game, who performed restoration but left Ardenas with the tentacle-like fingers of a Dark one. The group then Joined with Jolinda, a cleric of Minerva played by Alastrine’s player.

Both Mancini’s group and the batch haunting Temple Hill have nade arrangements with the Hadereum, with Acolyte Flavius and Brother Numsy.

In the Crypt

The former slayers of the Beast of Veroigne, Aethul the Scout, Kirpich the earth priest, Balir Ironhide the dwarf warrior, Hannatti, a swashbuckler played by Alastrine ‘s player, and hired hangers on Snorri the seasoned guard and Marlena the seasoned apprentice had attacked a vampire castle, and after careful planning, have cleared it out… staging a daytime raid from the top of the tower to its lower depths, where they forgot to use any of the anti vampire gear they had brought (holy water, seeds for counting, garlic) and instead beat them silly instead, recognizing the unkillable nature of the heavily armored major vamps after easily staking out their servants, and going for disarming , crippling, and casting foolishness on the caster vamp. They were victorious, and now have a base of operations and a pile of jewelry and ornate armor.

Among the Dragonmen- Into the Vale

The group mended fences with the dragonmen and defeated the gnolls, who Jednesa befriended. The dragonmen led the main party into the vale, leaving the ogress and the gnolls behind, as she was concerned that they would be killed. They were attacked by siege beasts, after which her player had to leave, so she was severely harmed but threw one off a cliff, broke the arm of the other after the gnolls blinded it, and was later rescued by the others.

The main group dealt with a flame lord who came after a siege beast flung boulder crushed a warding stone, and then the group dealt with the heavily armored gang of dragonslayers who had accompanied the siege beasts.

Thereafter they met the guardian of the Flame, an ancient dragon who, in exchange for the assorted suits of plate mail and the dragonslaying sword one of the invaders had, taught Christine the fire mage some pyromancy.

Trading with trolls

This group has made its way back from the Hobgoblins fortress/city back through thehall of golems,also meta headless Screamer and woke the sleeping beast in the sea of holes- the cave eels coming out of the holes are part of an immense thing that destroyed the floor of its cavern thrashing about. Miraculously theyescaped unscathed, partly because they were no longer dragging and pushing a cart, and instead were carrying packs of trade goods. Theyjust met theliving pit, which regugitated all of the earth it had been fed previously.

The Beast of Veroigne

Veroigne is a barony to the south of Northport that has a propensity for megafauna. From the stirges preyed upon by a blessed dire dragonfly, to the dire hares hunted by dire wolves, all are large, most are feared, but none as much as the Beast.

Known for burrowing, burning, and devouring, the Beast strikes terror in the peasantry of Veroigne.

In truth, it is a Dire, Terrible, Fire Slorn of tremendous proportions, and immense lifespan.

rough stats:

Terrible, dire fire slorn, has DR 7, ST 40 there is only 2 DR on its eyes. Essentially a firebreathing, 8 legged bulette.
St 40 DX 12 iq 3 HT 12
Hp 40 per 12 will 10 fp 12
Mv 6 tunnel 4, dodge 9, SM+4 (about 30 feet long)
DR7 externally, DR2 eyes and inside its mouth
Bite 15, dam 4d+1 plus 2d follow up,
Breathe 3d of fire for 1 fp
Hard to kill+2, slow regeneration, res to met hazards, injury tolerance 2 to fire (1/4 damage after dr) Lifebane (scorches the earth when it steps
Unkillable 1: (takes 200 days of torpor to recover to 1 hp after being slain, and then another two days to get to full, but usually Sleeps all winter)

Tales of the beast being slain numerous times have led to rumors that there are many, but in truth there is only one…

My party, consisting of Aethul, a spellcasting ranger, Kirpich, and Earth Priest, accompanied by a Walking Wall Earth Elemental, Balir Ironhide, a dwarven warrior, and the NPC’s Dionisius Dispatha, a faun Swashbuckler abandoned early on by his player, Marlena DuBois, a seasoned apprentice, and Snoffi Rosslovich, a seasoned guard who has been in service to Kirpich for some time.

Hired by the usurping Baron Pequenaud to rid the land of the Beast, our party was quickly distracted by a ruined tower, which turned out to be full of vampires, which they apparently thought one of was the Beast, despite signs of a ravaged countryside with big flaming footprints…

Eventually they got the idea, and pursued it to a burning copse of trees where it was napping. The cleric loaded everyone with resist fire, and Marlena successfully cast sleep on the creature, allowing it to be webbed with spidersilk and rope, and then stabbed in both eyes, with an arrow and a saber.

Blinded, it lashed out, blasting with its ineffective fiery breath. Its epic armor was resistant to all but the most forceful of their attacks, and they kept aiming at vitals despite not being able to penetrate its armor, but the size of its scales did allow for attacking chinks in armor and deliberately stabbing between the larger scales. This was done effectively by those with stabby weapons, but the two axe wielders were forced to simply chop and hope. Trying to emulate a Lawrence Wyatt Evans character , Marlena first cast Extinguish fire (this had worked well on a Skull Spirit previously) and later followed up with Ignite Fire, causing some internal damage. Aethul, who had previously ensnared it with spider silk (since burned off) created water inside of it, which caused it some distress. The faun stabbed the roof of its mouth, and got his arm bitten off for his troubles. Balir ended up crippling two of its legs, and as it tried to dig its way out, Kirpich blew the last of his fatigue casting earth to stone, and encased its head in several tons of rock. Burning its own fatigue, it pulled the stony plug out of the ground, and soon collapsed due to suffocation.

Characters will find a way.

A$$holes will try to find a way into any avenue they think they can find, and it is our duty to repel them whenever possible.

This blog stands with the Elf Game Blog in that respect; I like Old School Gaming, but I do not accept that vile racist shits should be allowed to dominate our hobby.

It came from the 90’s

Recently, my DF game intersected with a theme from a  GURPS Horror game I ran for a few years. We had played a lot of 1920’s, using CoC sourcebooks but GURPS rules, and we also played a contemporary game.  The characters included an albino taxi driver and roadie who became a were python, an FBI agent, an illegal Irish building contractor, a dilettante millionaire, a used car salesman, and an agent of the Shop,  (the Office of Scientific Investigation, from Firestarter).  They dealt with things like a giant silverfish in the NYC subway tunnels, punk werewolves on angel dust, vampires (the millionaire eventually became one, and carried on along with a ghoul from the 1920’s game when we played a Horror/Cyberpunk game later on), but the major plot, drawn from an assortment of Settings books, like GURPS Cabal, came from ‘Investigative Journalist’ Maury Terry’s book about a conspiracy of drug dealers posing as serial killers and the intersect between the hallucinogen and snuff industries in the 1970’s, called The Ultimate Evil.

Our mixed bag of heroes started hunting someone they called The Visine Thief, and eventually called Lidless, who they thought was a serial killer.  He was killing a lot of people, and robbing Duane Reade’s of cases of artificial tears. A low level villian with a fridged girlfriend (Yes, a horrible trope. Thirty years ago, I was a horribly unaware person) who he had had to watch killed with his eyelids sliced off, he was hunting members of his former organization.  Terry had gathered the threads of his grand conspiracy from random clippings and interviews with Son of Sam, who he was convinced was a murderer, even a multiple murderer, but also a member of a psuedo satanic cult of drug dealers who coerced the members into murders which they filmed, and held power over by threats to kill their families. The proposed modus operandi of this group was to kill drug dealers who were holding out, and then off a bunch of people that looked like them so that the well funded narcotics squad wasn’t assigned the case, but that the understaffed and minimally experienced serial killer division was handed the work.  Multiple killers using the same gun further confounded things.

This conspiracy theory was tangled up with the suggestion that the Tate killings were related to the LSD trade, and that later traffic in ecstasy was handled by the same batch of goons, who lured members into their covens with drugs, then revealed the “truth” of a triumvirate of Yahweh, Lucifer, and Satan, which was itself a front for the drug and snuff film business.  Just wacky enough to support a kitchen sink of supernatural enemies entangled in a web of vice and death. It made for a good game.

How does any of this drift into Dungeon Fantasy? I have been making the primary enemies in the city/upper works of the megadungeon cultists of the elder gods masquerading as a demonic pleasure cult, and also a fertility cult tangled up with succubi.  Their attempts at parleying had them quoting talking points about autonomy and free will from the Satanic Church.

The posse of demon hunters accompanied by Kalima the four armed Celestial demon slayer and Benny Morales, a Dungeon Saint of Hermes, started combing through the brazen alley, an area where religious articles are made for devotion, but often by non-believers. There they encountered Aloysius the Undamned, an infernal friar of the One Holy Triunist Church, who has been Forgiven. While the Slayer wanted him dead, and caused a smoking wound with the tip of her Demon Slaying Spear, the others put him to the question and realized that he was actually good.  They also got a whiff of the above cult, when he described some heretics who indulged heavily in sacramental intoxicants.

Why do I have so many demon cults creeping about? It might be that I need non-undead opponents who can be freely dispatched, since so many of the commonly monstrous races are player character options, and are mostly just living their lives and not planning human massacres.

In this I have been ahead of WoTC’s disclaimer about the content of some of the seventies-eighties era games, with gender based ability score caps, and inclusion of proposals for clearing land and intimidating humanoids that were taken straight out of King Leopold’s playbook, and quoting Chivington’s “nits make lice” justification for genocide. The founding fathers of our games, while appreciate their combined creation of our hobby, were nowhere near as nice a bunch of guys as they thought themselves to be, and if you have fun playing through B2, it is something you need to keep in mind, just as you need to be aware of the content of Lovecraft’s personal letters and the name of his cat if you going to read his fiction.  Racism is an insidious thing, and is interlaced throughout the tropes of our cultural history. This doesn’t mean you need to burn books, but it does mean that you need to be a conscious consumer, or you will risk integrating some of that quiet content into your worldview. Know that it is there, and you have more choices.

Hellwalkers- Archaierai for DF

Recently, while exploring the Autumn gate from tge gates of the four seasons found in the temple of Janus, a group of holy warriors and a celestial cleric, along with a reluctant Bouda warrior, fought an import from the Fiend folio, an Archaierai, or as I renamed them,  Hellwalkers

Here are the stats I gave them:

SM +4, only legs attackable without missiles
St 30 dx 12 iq 11 ht 13
Hp 30 per 12 will 12 fp 16
Bs 6 mv 9 dodge 12 (-4)
DR on legs: 6 DR on body :2

Leg HP 15
Tongue HP 12

Hard to kill 2
Fragile, unnatural

I jury tolerance,  no neck
Injury resistant to non silver/magical weapons
Unkillable (tongue must be cut out to kill it)

Body vulnerable to crushing, +1D
Immune to met hazzards, resistant to fire/electricity
Bloodlust, bully, sadism, bad temper
Imperturbable, unfazeable, lifebane

Demon:truly evil, affected by banish and pentagram
Vulnerable to holy+1d
Claw 15 damage 3d impaling
Bite 15 damage: 3d cutting plus swallow on 6 or less
Sonic shriek 1fp, 15, does cone 10yds×4yds 3d sonic damage
When 3 legs are cut down, it belches out toxic smoke:
This is actually a toxifier demon!!!
Cutting its tongue usually has to be done in this cloud!
They are known to have 16+1 gemstones in their gizzards;
Their feathers can be used to enchant fans that cause air jet damage to diffuse beings like toxifiers

 

 

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Groty i Giganci and a farewell to the Ymid

I recently discovered another gaming product that used a great deal of my artwork, the Polish language Groty i Giganci written by Simon Piecha, and based on Swords & Wizardry Whitebox.

There is also a supplement available from the same source, also loaded with my artwork, called Osteria. I wish I could read them , the books are beautifully done.

Meanwhile, after several years of play by post gaming in my DFRPG game Northport over on rpol.net, the juniors group have finally said farewell to the Ymid. The Ymid was a creation of GarrisonJames, over at the blog Hereticwerks. After very loosely assisting in the destruction of a demonic shop, (the Ymid, being an elder thing, is both curious and indifferent to their cause, but did help convert one of the PC’s into a Cultist of the Elder Gods, armed with gate spells that helped them shut down the shop).

They had just helped the Ymid rebuild his floating skiff, which had been crushed by a dhole exiting the gate from the Vale of Pnath… The skiff was powered by a lead acid battery that stimulated four pig hearts to circulate a gallon of flying porions through a series of bladders and arteries built into the frame of the skiff, and the outer ring had millions of cockroach wings under it to provide both a creepy hum, and some ability for steering.

They had paid for the flying potions by selling a Yr-go to an alchemist (the monocular fungal creation had grown from an eye snatched from one of the Vejovian cultists the group’s priest had following them around, leaving Pierre the One Eyed victim to strange visions and dreams), along with a chunk of bile covered gold the Yhad given them from a dead gods gallbladder it used as a purse.

I even had them rescue the Ymid from a giant spiderweb, just like in Clatterdelve, and at the same time, one of the PC’s got a giant spider familiar.

Starica Babicka and more Warlockery

hag ss

My crew of feybloods who are busy fighting a group of armband wearing racial supremacists (because I am far from apolitical) recently had made a side trip into a swamp to meet a hag. They did so because of a critical failure on Faerie Lore, but got a little information about the workings of the Winter Court.

Surprise, the Summer Court is deeply into the lives of mortals (Most Feybloods exist for a reason) but the Winter Court is only disinterested in them. Mortals scarcely matter to most of those fey. However, a faction that is offended by the “Dilution of pure fey bloodlines” is involved in glamouring small minded humans to act antagonistically against those different from themselves.  If it were true in our world, a circle of iron could put an end to racism, but here we are, in a world where we cannot blame otherworldly creatures for our own expressions of hatred.

Here is the local ruler of the swamps east of Northport, Starica (Strega) Babicka, assorted Folk tales of Baba Yaga, and a bit of Dolmenwood, as filtered through GURPS: Fairie, Lloyd Alexander and Charle De Lint.

 

Starica Babicka

Hag fairie, strong 

ST:16 [60] DX: 13 [60] IQ: 14 [80] HT:13 [30]

HP: 16 [0] Per: 14/16 [0] Will [14] FP:13*25

Bs: 7.5 MV: 7 Dodge:11 Oar Parry:12

DR: 2 SM +1 (0)

Oar (16) 2d+4 cutting or crushing.

Claw (15) 1d+2 crushing

Bite (15) 1d-1 cutting;can unhinge jaw and swallow SM-2 or smaller on a critical success.

 

Advantages:

Winter court rank 2 [10] Differential smell [15]

Acute sense of smell+2 [4],  Enhanced magic resistance +4 [20]

Magery 4 [45] Energy reserve +12 [36] Terror(switcheable) [33]

Injury Tolerance (except to meteoric iron, magical weapons and fire) [30]

Hard to kill +2 [4] Hard to Subdue +2 [4] DR 2 [6]

 

Disadvantages:

Code of honor, fae [-10] cannot harm innocents [-10] Jealous [-10]

Stubborn [-5] Odious Personal Habit: eats sentients (only bad children) [-15]

Vulnerable to meteoric iron (1d) [-10]

 Quirks:

easily offended, suspicious, Likes riddles,Avoids full sunlight,

fond of frogs as food (they test their bravery by seeing how long they can stay in reach of her), 

SKILLS:

Staff 16 [12]

Polearm 16 [12]

Brawling 15 [4]

Wrestling 15 [8]

Area knowledge, swamp 15 [4]

Current events, faerie court 14 [1]

Savoir faire, faerie court 14* [1]

Hidden Lore, Faeries 17 [12]

Naturalist 18 [20]

Survival, wetlands -15 [2]

Natural Philosophy 18 [20]

Thaumatology 18 [8]

Alchemy 16 [16]

Herb lore 16 [12]]

Occultism 16 [8]

Dungeon butcher 16 [8]

Fishing 14 [1]

Boating 15 [8]

Cooking 16 [8]

 

Spells:

All at 16:  Alarm, nightingale, mystic mist, the entire plant college; much of the Animal college (communication spells),seek, shape, create +3 more in all four elements, most food and illusion spells, 

All at 20:  Curse, perfect illusion, illusion disguise, dispell magic, missile shield, magelock, create object, mystic mark, recover energy, Sense life, sense foes, resist fire.

 

She travels in a leather corracle that she can sling over her shoulder(it changes size from a yard to three yards wide, is waterproof,  fireproof, has DR 10 and self repairs),

and uses a carved oar (dragonbone staff/poleaxe) With which she has 16 skill and gives her 10 fp as a power item.

 

Now the cluster of 125 point characters would have been no match for her if she had been angry, but they placated her with honeycomb found with a Survival roll and a meat pie purchased in the market, even with the handful of hazelnuts that granted beast speech…

warlockery

Meanwhile, Ruby Fire Games has put out  a bunch of supplements for Warlock! that are all full of my artwork, and have some wicked good ideas on handling corruption from spellcasting (all magic in Warlock comes from pacts with demons) and has rules for elves, dwarves, and halflings and cool things like a Hand of Glory.

You can get a look at the main book for warlock here.

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Demons and Patrons in Basic Era Games

I am working on converting both my adventure Beneath the Fallen Tower and the Redoubt of Hades from GURPS (because I don’t have a license) to BFRPG (in particul;ar my publisher’s variant Odysseys and Overlords) and OSE.  BFRPG is very easy to pick up; it was designed as a quick and cheap starter game that anyone could immediately pick up and play. Old School Essentials is an elegant and accurate re-framing of B/X D&D. A circumstance I have discovered is that while my games feature a lot of summonable creatures, infernal, celestial, and elder entities, BX has no such thing.

Literally, in addition to the menagerie a couple of the druids are porting in, the Necromancers accompanied by the spirits of their ancestors, and the earth priest with his pet elemental, there is a character with elder thing power investiture from an otherworldly sorcerer that keeps rolling insanely good reaction rolls, a wildly talented bureaucrat who summoned a celestial demonslayer, and another player who has a hellhound, demonic servant,  and ‘Spirtitual adviser’. It is a lot.

Neither old school game system has any spells for summoning,  which makes things less of a headache for the DM, and generally kept these editions from triggering Satanic Panic responses, but they do have devices for summoning elementals and both djinn and efreet. Therefore, I propose items for summoning other extradimensional entities, perhaps graded for the HD of what they summon, 1d12 HD, with lemures, larvae, or manes at the low end, and a demon lordling at the high end, and an extra chance for getting something higher level.

   Brazier of Extraplanar Summoning

brazier

This iron or bronze brazier, incised with runes and chased with enamels or silver inlay , is inscribed with the name of a being from a nearby dimension. Any item of this type is good for summoning that singular being, for a period of up to one hour, and can be used no more than 6 times per owner.  For any given brazier, roll 1d12, and on a roll of 12, roll an additional d8. The total number rolled is the HD of the creature that can be  summoned by performing a ritual with the brazier as the central feature, involving candles and diagrams on the floor. The creature summoned may be of any alignment, and this can be determined by random die roll.  The summonee must perform a service for the summoner, but may make a save vs spells (minus the summoner’s wisdom bonus, if any) to resist. Braziers are worth 1000 GP per HD summonable.

Now, you can find game stats for any sort of extradimensional being in most advanced rulebooks, and in a variety of blogs ( such as Hereticwerks  where I got the Ymid from), but if you want to keep B/X formatting, I can recommend New Big Dragon’s Fifty Fiends (available on Drivethrurpg for only a buck!)

And for that matter, you can get a bunch of neat pictures of demons from me too!

(Or from Jeremy Hart )

And now that demons are in play, what about patrons? DCC did this excellently, but here I have

20 answers to the question: What does your warlock’s patron want in exchange for power?

1 to spread chaos! Go out there and blow shit up!

2 to be entertained.  They are bored, and find your actions interesting…until they don’t.

3 to be amused. They find the supplicant ridiculous, even pathetic. 

4 to annoy a rival, by showing them up with their own fancy minions.

5 to annoy a rival, by encouraging the destruction of their (equally) nefarious plan.

6 to spread their own influence; use of their powers tags an area with their signature,  the entity with the most tags wins something, as if our world was a boardgame to them.

7 to manifest themselves in our world; the more their power is used, the greater their ability to enter our plane.

8 to void excess energy that is causing them etheric indigestion. 

9 to silence your yapping. You are annoying, but not yet worth the bother of destroying.

10 to alleviate the irritation of the sense of debt; the entity cannot tolerate supplication without response; it itches.

11 to appease their sense of vanity. They desire worship.

12 to appease their curiosity. Whatever will the minion do with a little power.

13 to appease their hunger. Blood and Souls!

14 to appease their hunger. Only creatures empowered by and flavored like them can fulfill their hideous appetites

15 to appease their unnatural lust. Only creatures empowered and flavored like them can fulfill their hideous appetites.

16 to better observe our plane. Buying a pair of eyes is cheaper than actually manifesting.

17 to relieve their aching loneliness. Being immortal makes it hard to keep friends.

18 to pay a gambling debt. The being is making the pact because of an unfortunate forfeiture on a wager.

19 to pay back a favor. The summoning and binding spells are vestiges of an ancient promise made to someone who liberated the being from imprisonment, and then forgot that they were still active.

20 to be left alone. Power is cast out to deflect contact.

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Undead Stock art and reviews

undead cover.png

Just released this week ( and in time for Halloween) is my latest bundle of stock art : Undead available from DrivethruRPG for $4.99.

eff thumb

eff thumb2

 

I have been doing a lot of work these past months for Gabor Lux’ Echoes from Fomalhaut, and in particular for his upcoming Tegel Manor inspired megadungeon, Castle Xyntillan, and the still-in-development In the Shadow of the City God

in the shadow

 

Two of his most recent items, The Nocturnal Table currently available as a pdf from Drivethrurpg and featuring work by Mathew Ray, Stefan Poag, and Peter Mullen as well as myself, along with EFF#6: The Rising Tombs which has art by myself and Stefan Poag also, both are suited for describing convoluted weird cities at night. As my own game takes place in such a place, I found this rather interesting. The random encounters in the Nocturnal Table go way beyond the old DMG city encounter tables, and into some very strange places. Otherwise boring encounters with nameless NPc’s are richly described run ins with peculiar named personages, each with a distince flavor. There has been a lot said about demonstrating an implied setting by examining the encounter tables instead of dropping in extensive exposition, for example, regarding OD&D. The Rising Tombs does this with minimal descriptions and small notes, and leaves the reader to connect the dots.  In one part of the city, in a sealed community where the swells reside, it is always night with a perpetual full moon. This is atmospheric, but there are some supporting features; The city is ruled by a powerful illusionist, and also the rich folks are near immortal and addicted to potions of longevity… or they may be vampires.  The under layers of the city evoke a bit of the depths of  Dwimmermount, without dumping pages of history up front.  There are, by way of anticipating adventurers who want to burn down the tavern, mentions of an enormous machine that extends into the depths, that might explode like a megaton warhead if tampered with, and the side note that one must wear “sacred vestments” (radiation suits) to safely enter the lower levels of a dungeon. Not only are the routes to this area from a  cheap hotel that H.H.Holmes might have built, or through the green room of a collapsing Theater haunted by a phantom… or through a temple of a rat/plague god. These are not your typical entry by sewer dungeons, and definitely not like either  my  or Hasbro’s  taverns with conduits to the underworld.  Gabor Lux, (known on forae as Melan), for all his resentment against the Sworddream style of OSR derived play, is firmly in touch with the parts of our hobby that are gonzo and rooted in Weird fiction.  It is no secret that I like that style of gaming, as I grew up reading my dad’s virtually complete Appendix N library (assembled as it was printed, in crumbling 35 cent paperbacks, most of which I have been reacquiring from used booksellers), and while a good amount of both Gabor’s and John Stater‘s products are procedurally generated, they go into some far out places that I am happy to illustrate.  That headless undead in my stock art bundle is based on one of the encounters in Nod zine, although I forget what issue.  I own copies of about eight issues I did illustrations for, but there are 26 other issues of the same grade of super detailed and strange hexcrawls.

Meanwhile, in my game, there have been some odd developments.

The group travelling with the  demon hunting celestial Kalima  have decided to try and summon her back to the world after a demonologist they were fighting banished her with a hurled Spellstone. I was thoroughly expecting that they would be glad to be rid of such a DM PC, but no plan escapes an encounter with players unscathed. They are enlisting the leader of a Kali cult named Molaram to help in the summoning…

My Wuxia group has traveled into the megafauna rich land of Veroigne, nominally to collect a rice harvest for the Sahudese population back in Northport, and have encountered the odd ecosystem of the rice grower’s village.  Swarms of stirges rise out of the rice paddies, but are chased away from the workers by a sacred giant dragonfly, from whom the party received a blessing, much the way the other group in the area had their ranger blessed by the Stag of Veroigne, who was somewhere between the Forrest Spirit of Princess Mononoke, and Bambi’s father. Both groups have seen tracks of giant rabits being stalked by dire wolves.

The group that were hired to hunt a rampaging beast have instead decided to try and take over an abandoned castle, which brings me around to an issue developing around my Juniors group. They have been trying to establish themselves with real property (excepting those among them who have Social Stigma:Criminal, who cannot directly own real property in Northport) and I have been using the Base Perk as a leveled one.  Base normally gives you a place that you don’t have to pay rent that is about as good as what you might have, but with a status level of 2 levels lower than your own.  At status 0, that is not much to talk about, in this case, a peasant’s hovel or tenement row house in disrepair. I suppose in other settings it would be a back booth in a diner or a leaky basement apartment.  Making it a leveled perk lets you raise it by one status level per point invested, which means that at 3 points, it is a clean, functional status 0 home.  This group of PC’s are trying to control the housing above an entrance to the dungeon and in particular, to a magical gate.  I had originally had them invest in independent income, but that was only netting half a silver a month per point at average wealth, so I converted those points to base. The Initiate in the group has been attracting followers (not yet bought as allies) who have been doing things like basic carpentry, weeding, whitewashing…etc, that have resulted in the area being upgraded.  A lot of the things I have been thinking of here were sort of echoed in Necropraxis’ blog about Stronghold Achievements for low level characters.

I miss things like the Mansion advantage from GURPS VtM, and the leveled advantage Sanctuary, from the defunct Advanced Goblins & Grottoes setting from Otherwhere dot org, (sadly even beyond the reach of the internet wayback machine). That one let you build anything from the Batcave (large, secret, secure) to something like the airships of Girl Genius.

Minicon Recap

  • Last weekend at Manhattan Minicon, I ran and completed The Redoubt of Hades over two play sessions.

Players were Greg, who I met for a pickup game of GURPS Infinite World, and who has played through two of my other con games, Beneath the Fallen Tower, and Shame of the Deepguard. He played Jelani the halberdier, and made great use of called shots to the neckJelani Character Sheet 187 for Greg

Next was Andre, who has played several characters in my online game, Northport, including the goblin priest of the Erl King, Zeelzeel Shadowspear.  He was torn between Marlo, the thief of indeterminate gender, and Zeelzeel’s necromancer cousin, longtime NPC Razakeel Shadowcloak , who had some zombie allies. He ended up settling on Marlo, due to his love of knives.

Marlo Character Sheet 187 for Andre

Mark, enthusiastic and new to GURPS, was also attracted to Razakeel, became torn between Ofelia, the Sleep centric mage from Shame of the Deepguard, and Thornstripe, a movement and missile mage, equipped with both fireball, and the now off-book Winged Knife. He succumbed to the sweet lure of pyromania, which worked well against the undead being faced.

Thornstripe character sheet 187

Nick briefly contemplated an adventurer, but decided to complete the classic quartet and wonderfully played the cleric Sister Clarissa

Sister Clarissa 187

(Note: her will is 13, not 11)

Nick is French, and my campaign is set in a caricature of medieval France, so there were some awkward moments as I mangled the names of some of my NPCs. He took everything in stride and was hilarious in his depiction of the charitable but severe priestess.

“Good morning Heretic, we are here to enter the Undercity.”

The adventure started in the common room of the Adventurers Guild, which is my conceit for accommodating a West Marches style of play.  They were called upstairs by Bellarius (high elf Agent from DF15), the secretary of Camilla the Quest Coordinator (Agent+Adept) who brought them to her, where they also met with Plutocrat Remulos of the Hadereum (cleric+a couple of social lenses with rank and wealth), Margeaux le Manifique (the apparent sole survivor of that poorly managed expedition by a bad player), and Karlow the orc working for the Department of Acueducts and Sewers.

Due to increased cult activity in the Undercity, several members of the hadereum (12 cultists and 2 initiates) had entered to rededicate a long abandoned temple of Hades in order to strengthen the presence of law amid the chaos below. Two weeks ago (a week before Margeaux returned) they went dark, and a guarded caravan of food and supplies sent to them disappeared.

The route from the Hadereum has been blocked, as something large (the bhole {super dire Rotworm} that came through the Ymid’s Bone Gate) collapsed part of the tunnels. Margeaux’s story suggests another route, and Karlow will be their guide.

Margeaux is accompanied by the ghost  dof her dead husband Claude, who really wishes their wedding vows had included “to death do we part”, and she talks to him, suggesting he keeps himself hidden with the Plutocrat present. (The Hadereum likes everyone to stay dead where they belong)

Claude spells out something in water drops from a glass nearby “Anything to get away from you!” Which is spotted by Thornstripe on a critical perception roll, allowing the mage to see the shimmering form of the spirit.

Sister Clarissa, having higher purpose: slay undead starts chanting an exorcism, which is interrupted by Remulos, who asks her to refrain from her non-pagan ways in his presence (Sister Clarissa is a Triunist, and comes from the Bishop of Sonne, who is currently paying Adventurers to fight wights in the abandoned Monastery).

They proceed to Ashbury’s Abattoir , meet the crew their, and find their way to the ladder well left unsecured when Margeaux’s group had lowered their dwarf sized iron golem down it. This caused grumbling from Karlow, who closed the hatch. Now on the second level, they ran into the terribly hungry and frightened young speaking Otyugh (IQ6) in a catchment room, trying to keep out a handful of horde zombies who fell to fireballs, thrown knives, halberd work, and True Faith. (The zeds had been released from impromptu burial chambers by evil cultists with the Brotherhood of the Dead perk).

Karlow grumbled some more, fed and locked it in its pen and the catchment room., And they determined that the local Sewer employee had been killed by a member of  Margeaux’s group…

They dove into a room that recently held dead to avoid a horde of plague zombies, and Jelani rolled a critical strength failure trying to push the door closed, and instead pushed something out…

Just the TiP

IMG_20190821_200237

After this encounter, they entered the pool room, where Margeaux’s party met their demise, (along with a crowd of undead whose corpses were  the scattered about)  along with the reanimated remains of her party. The guild was paying them to recover their guild badges, so they collected all but Timeon’s. When confronted with the puzzle of lighting fires atop the pylons, the mage fireballed one, and critically failed another, stunning himself.

Lighting both pylons (in a very Legend of Zelda way) caused the fountain to spill gold coins into the mildly caustic water (the golem had rusted through in a week). Unfortunately, not lighting them simultaneously (which two people with torches could have done) released The Thing in the Pool, or as my players called it, “just the TiP”. It was a multi-tentacled elder thing that had a fear aura, and laid heavily into the party. We even used a bit of Gaming Ballistic’s Fantastic Dungeon Grappling when dealing with the TiP wrapping tentacles around Jelani before it could eat her.

After it was defeated, with both haste and great haste being cast, and both the gold and the golem’s orichalcum maul, which Sister Clarissa took despite lacking the requisite strength.

They exited the pool room into a nearby storage room where Timeon was holding out, using one ancient barrel of rations for food, and another for used foods, and he shot Marlo with his crossbow, and the tribe accepted him as a member, finding out while resting and healing that he had been unwilling to re-enter the pool room for fear of the Void Brute that Frer Noe had summoned to kill the previous party, and  because he broke his lockpicks on the outer door. Once some fatigue was recovered (including some from Lend Energy) they exited the anteroom by means of Karlow’s key, and ran into a horde of plague zombies

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True faith and great haste again ruled the day, as they cleaved,  mauled, stabbed, shot, and fireballed their way through the fleeing horde, and ended up Fantastically Grappling a cultist who had been herding the dead.

The second cultist ran ahead and opened a door, releasing three New and Improved Wights.

Unlike my previous versions, which were unkillable with an Achilles heel of Silver or Magical Weapons, these had Injury Resistance (50%) to attack forms other than fire and silver or enchanted weapons. Skeletal undead take 2x from crushing weapons, which cancel out the injury resistance, allowing Sister Clarissa to pound the wights, which is good, because two out of three resisted true faith.  Jelani was closed with after missing a neck shot with her halberd, and was the first to suffer energy drain (FP) from the wights. Marlow made a head shot count, and Karlow stepped in, and was eventually overrun, losing enough FP to end up in a HP lowering Death spiral.

Weakened and afraid of Karlow turning, they took out the wights.

Soon after, they rescued the worshipers trapped in the Redoubt, and headed home.

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